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new file mode 100644
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new file mode 100644
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new file mode 100644
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diff --git a/Assets/Mods/Basic/Cards/Data/General/Status.meta b/Assets/Mods/Basic/Cards/Data/General/Status.meta
new file mode 100644
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new file mode 100644
index 00000000..5fa3f379
--- /dev/null
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new file mode 100644
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diff --git a/Assets/Mods/Basic/Cards/Data/General/Status/CardData_Basic_Stifled.asset b/Assets/Mods/Basic/Cards/Data/General/Status/CardData_Basic_Stifled.asset
new file mode 100644
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new file mode 100644
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diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_FireBolt.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_FireBolt.asset
deleted file mode 100644
index 8817f72a..00000000
--- a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_FireBolt.asset
+++ /dev/null
@@ -1,3 +0,0 @@
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diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Prick.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Prick.asset
deleted file mode 100644
index 02ff61f2..00000000
--- a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Prick.asset
+++ /dev/null
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deleted file mode 100644
index b16987c3..00000000
--- a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Slash.asset
+++ /dev/null
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diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Strike.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Strike.asset
deleted file mode 100644
index 13799d35..00000000
--- a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/Attack/CardData_Basic_Strike.asset
+++ /dev/null
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diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_CommonHolyWater.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_CommonHolyWater.asset
new file mode 100644
index 00000000..23757425
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_CommonHolyWater.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset.meta b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_CommonHolyWater.asset.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Data/General/CardData_Basic_CommonHolyWater.asset.meta
rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_CommonHolyWater.asset.meta
diff --git a/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Rouse.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Rouse.asset
new file mode 100644
index 00000000..71523c38
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Rouse.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 1528
diff --git a/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Rouse.asset.meta b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Rouse.asset.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Rouse.asset.meta
rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Rouse.asset.meta
diff --git a/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Tactic.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Tactic.asset
similarity index 100%
rename from Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Tactic.asset
rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Tactic.asset
diff --git a/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Tactic.asset.meta b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Tactic.asset.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Tactic.asset.meta
rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Tactic.asset.meta
diff --git a/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Whimsy.asset b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Whimsy.asset
similarity index 100%
rename from Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Whimsy.asset
rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Whimsy.asset
diff --git a/Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Whimsy.asset.meta b/Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Whimsy.asset.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Data/General/CardData_Basic_Whimsy.asset.meta
rename to Assets/Mods/Basic/Cards/Data/ObsoleteGeneral/CardData_Basic_Whimsy.asset.meta
diff --git a/Assets/Mods/Basic/Cards/Data/PlayerHeros/Mage/CardData_Basic_FireBall.asset b/Assets/Mods/Basic/Cards/Data/PlayerHeros/Mage/CardData_Basic_FireBall.asset
deleted file mode 100644
index 39e6c5dd..00000000
--- a/Assets/Mods/Basic/Cards/Data/PlayerHeros/Mage/CardData_Basic_FireBall.asset
+++ /dev/null
@@ -1,3 +0,0 @@
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-size 1688
diff --git a/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset b/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset
index b07873ac..949de64c 100644
--- a/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset
+++ b/Assets/Mods/Basic/Cards/DefaultCollections/CardAttributesDefaultCollection.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:218c76fbd71d6a21f2037a26289982c4faf255cfe7cf6581260e3d7924a5f45a
-size 2311
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+size 862
diff --git a/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs b/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs
index 96afbda2..6cb9149f 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Assassin/Backstab.cs
@@ -27,7 +27,7 @@ namespace Continentis.Mods.Basic.Cards.Assassin
_sharpnessCount = 0;
if (user.combatBuffSubmodule.HasBuff())
_sharpnessCount = user.combatBuffSubmodule.GetBuff().unitedStackSubmodule.stackAmount;
- user.Attack(target, GetTargetedFinalDamage(target));
+ AttackTarget(target, GetTargetedFinalDamage(target));
}),
Cmd.Do(() =>
CreateCharacterBuff(_sharpnessCount).Apply(user, user, this)
diff --git a/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs b/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs
index 331751a9..59d4ff48 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Assassin/BladeOfFear.cs
@@ -20,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards.Assassin
CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
mainGroup.AddCommand(Cmd.Do(() =>
diff --git a/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs b/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs
index 4e217d82..ab85566d 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Assassin/ExtremePain.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
+using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
@@ -19,13 +20,13 @@ namespace Continentis.Mods.Basic.Cards.Assassin
new Cmd_PlayAnimation(user.characterView, "Attack"),
new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
- public override int GetTargetedFinalDamage(CharacterBase target, List elementalTags = null)
+ public override int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null)
{
- var baseDamage = base.GetTargetedFinalDamage(target, elementalTags);
+ var baseDamage = base.GetTargetedFinalDamage(target, ctx);
var extraDamage = 0;
if (target.combatBuffSubmodule.HasBuff())
{
diff --git a/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs b/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs
index da1389bc..3ee89139 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Cleric/DivinePunishment.cs
@@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic
CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
mainGroup.AddCommand(Cmd.Do(() =>
diff --git a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs
index edf696c5..440c8f7c 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/GreatswordSweep.cs
@@ -18,7 +18,7 @@ namespace Continentis.Mods.Basic.Cards
// 动画先播,随后对所有目标同时发起攻击
CommandGroup attackAllTargets = ForEachTarget(
targetList,
- target => Cmd.Sequential(Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))),
+ target => Cmd.Sequential(Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))),
ExecutionMode.Parallel);
return Cmd.Sequential(
diff --git a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs
index 2d345f94..5423a6ae 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/HellfireBlast.cs
@@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards
return ForEachTarget(targetList, target =>
Cmd.After(0.2f, () =>
{
- user.Attack(target, GetTargetedFinalDamage(target));
+ AttackTarget(target, GetTargetedFinalDamage(target));
CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this);
})
);
diff --git a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs
index db6e707c..5b72b832 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Enemies/Bosses/MarshalOfUnderworld/WrathOfUnderworld.cs
@@ -27,7 +27,7 @@ namespace Continentis.Mods.Basic.Cards
for (int i = 0; i < attackCount; i++)
{
perTargetGroup.AddCommand(Cmd.After(0.4f, () =>
- user.Attack(target, GetTargetedFinalDamage(target))
+ AttackTarget(target, GetTargetedFinalDamage(target))
));
}
return perTargetGroup;
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack.meta
new file mode 100644
index 00000000..6cb5fbda
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4bdfa3d6f97889c4192b3f89c9a5ab51
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs
similarity index 55%
rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs
index 254c734c..c7fccaac 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs
@@ -6,7 +6,11 @@ using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
- public class Strike : CardLogicBase
+ ///
+ /// 顺劈斩:对全体敌人造成物理斩击伤害,数值受到力量和敏捷增减影响。
+ /// AOE范围由卡牌数据的目标配置决定,Logic层无需额外处理。
+ ///
+ public class Cleave : CardLogicBase
{
public override void SetUpLogicComponents()
{
@@ -15,19 +19,15 @@ namespace Continentis.Mods.Basic.Cards
public override CommandGroup PlayEffect(List targetList)
{
- // 旧版使用 Cmd_PlayAnimation.AddAction 在动画 70% 处注入伤害,
- // 现改为 Cmd.Parallel 同步触发动画与延迟伤害,保留 0.7s 等效延迟
- return ForEachTarget(targetList, target => Cmd.Parallel(
+ return Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
- new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
- Cmd.After(0.7f, () => user.Attack(target, GetTargetedFinalDamage(target)))
- ));
+ ForEachTarget(targetList, target => Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))))
+ );
}
public override void ApplyAttributeChangesByCard()
{
- LogicComponent().SetDamage_Strike();
+ LogicComponent().SetDamage_Slash();
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs.meta
new file mode 100644
index 00000000..6d464e8c
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Cleave.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 53886cfa8ac7b2f45ab5ca9a15bf4c30
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs
new file mode 100644
index 00000000..7ae30f27
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs
@@ -0,0 +1,84 @@
+using System.Collections.Generic;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using Continentis.Mods.Basic.Buffs;
+using SLSFramework.General;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 火球术:对指定目标造成主伤害并附加大量灼烧,对其余所有敌人造成溅射伤害并附加少量灼烧。
+ /// targetList[0] 为主目标,其余为溅射目标(由卡牌数据目标配置决定)。
+ ///
+ public class FireBall : CardLogicBase
+ {
+ private const string DAMAGE_MAIN = "Damage_Main";
+ private const string DAMAGE_OTHERS = "Damage_Others";
+ private const string BURN_STACK_MAIN = "Buff_Burn_Stack_Main";
+ private const string BURN_STACK_OTHERS = "Buff_Burn_Stack_Others";
+ private const string DISPLAY_DAMAGE_MAIN = "Display_Damage_Main";
+ private const string DISPLAY_DAMAGE_OTHERS = "Display_Damage_Others";
+
+ private AttackContext MainCtx => AttackContext.Default(card)
+ .WithDamageKeywords("Fire")
+ .WithBaseDamageAttribute(DAMAGE_MAIN);
+
+ private AttackContext OthersCtx => AttackContext.Default(card)
+ .WithDamageKeywords("Fire")
+ .WithBaseDamageAttribute(DAMAGE_OTHERS);
+
+ public override void SetUpLogicComponents()
+ {
+ AddLogicComponent();
+ }
+
+ /// 选中主目标时,更新主目标与溅射目标的伤害预览。
+ public override void TargetingEffect(CharacterBase target)
+ {
+ card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetTargetedFinalDamage(target, MainCtx));
+ card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
+ }
+
+ /// 取消选中时,以无目标模式刷新两套伤害预览。
+ public override void UntargetingEffect()
+ {
+ card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetNoTargetFinalDamage(MainCtx));
+ card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
+ }
+
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ CharacterBase mainTarget = targetList[0];
+
+ return Cmd.Sequential(
+ new Cmd_PlayAnimation(user.characterView, "Attack"),
+ Cmd.Do(() =>
+ {
+ // 主目标:主伤害 + 大量灼烧
+ AttackContext mainCtx = MainCtx;
+ AttackTarget(mainTarget, GetTargetedFinalDamage(mainTarget, mainCtx), mainCtx);
+ CreateCharacterBuff(GetAttribute(BURN_STACK_MAIN)).Apply(mainTarget, user, this);
+
+ // 溅射目标:溅射伤害 + 少量灼烧
+ AttackContext othersCtx = OthersCtx;
+ for (int i = 1; i < targetList.Count; i++)
+ {
+ CharacterBase other = targetList[i];
+ AttackTarget(other, GetTargetedFinalDamage(other, othersCtx), othersCtx);
+ CreateCharacterBuff(GetAttribute(BURN_STACK_OTHERS)).Apply(other, user, this);
+ }
+ })
+ );
+ }
+
+ public override void ApplyAttributeChangesByCard()
+ {
+ // 主伤害:奥术加成写入 Damage_Main
+ LogicComponent().SetDamage_Arcane(DAMAGE_MAIN);
+ // 溅射伤害:奥术加成写入 Damage_Others(数值由卡牌数据配置)
+ LogicComponent().SetDamage_Arcane(DAMAGE_OTHERS);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs.meta
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBall.cs.meta
diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs
similarity index 73%
rename from Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs
index db6360a5..2920ab54 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Mage/FireBall.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
+using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
@@ -7,7 +8,7 @@ using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
- public class FireBall : CardLogicBase
+ public class FireBolt : CardLogicBase
{
public override void SetUpLogicComponents()
{
@@ -18,10 +19,11 @@ namespace Continentis.Mods.Basic.Cards
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () =>
+ Cmd.Do(() =>
{
- user.Attack(target, GetTargetedFinalDamage(target));
- CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this);
+ AttackContext mainCtx = AttackContext.Default(card).WithDamageKeywords("Fire");
+ AttackTarget(target, GetTargetedFinalDamage(target, mainCtx), mainCtx);
+ CreateCharacterBuff(GetAttribute("Buff_Burn_Stack")).Apply(target, user, this);
})
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs.meta
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/FireBolt.cs.meta
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs
new file mode 100644
index 00000000..fe52441b
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs
@@ -0,0 +1,60 @@
+using System.Collections.Generic;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using Continentis.Mods.Basic.Buffs;
+using SLSFramework.General;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 火焰射线:选择 3 次目标(可重复),对每个选中的目标造成火焰伤害并施加灼烧 Buff。
+ /// 卡牌数据需配置 targetCount = 3,关键词需包含 AllowDuplicateTargets 和 TargetEnemies。
+ ///
+ public class FireRays : CardLogicBase
+ {
+ private const string BUFF_BURN_STACK = "Buff_Burn_Stack";
+
+ private AttackContext FireCtx => AttackContext.Default(card)
+ .WithDamageKeywords("Fire");
+
+ public override void SetUpLogicComponents()
+ {
+ AddLogicComponent();
+ }
+
+ /// 选中目标时更新伤害预览。
+ public override void TargetingEffect(CharacterBase target)
+ {
+ card.SetAttribute("DisplayDamage", GetTargetedFinalDamage(target, FireCtx));
+ }
+
+ /// 取消选中时以无目标模式刷新预览。
+ public override void UntargetingEffect()
+ {
+ card.SetAttribute("DisplayDamage", GetNoTargetFinalDamage(FireCtx));
+ }
+
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ // targetList 可包含重复目标(由多目标选择系统传入)
+ return Cmd.Sequential(
+ new Cmd_PlayAnimation(user.characterView, "Attack"),
+ ForEachTarget(targetList, target => Cmd.Do(() =>
+ {
+ AttackContext ctx = FireCtx;
+ AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
+
+ int burnStacks = GetAttribute(BUFF_BURN_STACK);
+ CreateCharacterBuff(burnStacks).Apply(target, user);
+ }))
+ );
+ }
+
+ public override void ApplyAttributeChangesByCard()
+ {
+ LogicComponent().SetDamage_Arcane();
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs.meta
new file mode 100644
index 00000000..cf0f8f92
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/FireRays.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 15155284a8c7da44f958a40b7eb6846c
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs
similarity index 80%
rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs
index 7c3bcaf4..b4875cf2 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs
@@ -6,6 +6,9 @@ using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
+ ///
+ /// 突刺:造成物理伤害,数值受到敏捷增减影响。
+ ///
public class Prick : CardLogicBase
{
public override void SetUpLogicComponents()
@@ -19,7 +22,7 @@ namespace Continentis.Mods.Basic.Cards
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.1f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.1f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Prick.cs.meta
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Prick.cs.meta
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs
new file mode 100644
index 00000000..4afef736
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs
@@ -0,0 +1,61 @@
+using System.Collections.Generic;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using Continentis.Mods.Basic.Buffs;
+using SLSFramework.General;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 沙暴:对全体敌人造成多段伤害,并附加致盲 Buff。
+ /// AOE 范围由卡牌数据的目标配置决定,动画只播放一次。
+ ///
+ public class SandStorm : CardLogicBase
+ {
+ private AttackContext EarthCtx => AttackContext.Default(card).WithDamageKeywords("Earth");
+
+ public override void SetUpLogicComponents()
+ {
+ AddLogicComponent();
+ }
+
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ int hitCount = GetAttribute("HitCount");
+
+ CommandGroup hitsGroup = Cmd.Sequential();
+ for (int i = 0; i < hitCount; i++)
+ {
+ hitsGroup.AddCommand(Cmd.After(0.5f, () =>
+ {
+ foreach (CharacterBase target in targetList)
+ {
+ AttackTarget(target, GetTargetedFinalDamage(target), EarthCtx);
+ }
+ }));
+ }
+
+ int blindCount = GetAttribute("Buff_Blind_Count");
+ CommandGroup debuffGroup = Cmd.Sequential(Cmd.Do(() =>
+ {
+ foreach (CharacterBase target in targetList)
+ {
+ CreateCharacterBuff(blindCount).Apply(target, user);
+ }
+ }));
+
+ return Cmd.Sequential(
+ new Cmd_PlayAnimation(user.characterView, "Attack"),
+ hitsGroup,
+ debuffGroup
+ );
+ }
+
+ public override void ApplyAttributeChangesByCard()
+ {
+ LogicComponent().SetDamage_Arcane();
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs.meta
new file mode 100644
index 00000000..78c930ba
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SandStorm.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7dfda7769fd24c248aaa0e7b015d8610
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs
new file mode 100644
index 00000000..27edb5d4
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs
@@ -0,0 +1,76 @@
+using System.Collections.Generic;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using Continentis.Mods.Basic.Buffs;
+using SLSFramework.General;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 炽焰斩:对目标造成物理斩击伤害、火焰伤害,并施加灼烧 Buff。
+ /// 两次伤害分别走独立的属性修正通道,卡牌关键词仅作标记用途。
+ ///
+ public class SearingSlash : CardLogicBase
+ {
+ private const string DAMAGE_PHYSICS = "Damage_Physics";
+ private const string DAMAGE_FIRE = "Damage_Fire";
+ private const string BUFF_BURN_STACK = "Buff_Burn_Stack";
+
+ private AttackContext PhysicsCtx => AttackContext.Default(card)
+ .WithDamageKeywords("Physics")
+ .WithBaseDamageAttribute(DAMAGE_PHYSICS);
+
+ private AttackContext FireCtx => AttackContext.Default(card)
+ .WithDamageKeywords("Fire")
+ .WithBaseDamageAttribute(DAMAGE_FIRE);
+
+ public override void SetUpLogicComponents()
+ {
+ AddLogicComponent();
+ }
+
+ ///
+ /// 选中目标时更新两种伤害的预览数值。
+ ///
+ public override void TargetingEffect(CharacterBase target)
+ {
+ card.SetAttribute("Display_Damage_Physics", GetTargetedFinalDamage(target, PhysicsCtx));
+ card.SetAttribute("Display_Damage_Fire", GetTargetedFinalDamage(target, FireCtx));
+ }
+
+ ///
+ /// 取消选中目标时,以无目标模式重新计算预览数值。
+ ///
+ public override void UntargetingEffect()
+ {
+ card.SetAttribute("Display_Damage_Physics", GetNoTargetFinalDamage(PhysicsCtx));
+ card.SetAttribute("Display_Damage_Fire", GetNoTargetFinalDamage(FireCtx));
+ }
+
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Sequential(
+ new Cmd_PlayAnimation(user.characterView, "Attack"),
+ Cmd.Do(() =>
+ {
+ AttackContext physCtx = PhysicsCtx;
+ AttackTarget(target, GetTargetedFinalDamage(target, physCtx), physCtx);
+
+ AttackContext fireCtx = FireCtx;
+ AttackTarget(target, GetTargetedFinalDamage(target, fireCtx), fireCtx);
+
+ int burnStacks = GetAttribute(BUFF_BURN_STACK);
+ CreateCharacterBuff(burnStacks).Apply(target, user);
+ })
+ ));
+ }
+
+ public override void ApplyAttributeChangesByCard()
+ {
+ LogicComponent().SetDamage_Slash(DAMAGE_PHYSICS);
+ LogicComponent().SetDamage_Default(DAMAGE_FIRE);
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs.meta
new file mode 100644
index 00000000..529670f3
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/SearingSlash.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 32b57059835baf64b967b999158d863f
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Slash.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs
similarity index 80%
rename from Assets/Mods/Basic/Cards/Scripts/General/Slash.cs
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs
index 1e22d59e..d1ddf8e4 100644
--- a/Assets/Mods/Basic/Cards/Scripts/General/Slash.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs
@@ -6,6 +6,9 @@ using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
+ ///
+ /// 斩击:造成物理伤害,数值受到力量和敏捷增减影响。
+ ///
public class Slash : CardLogicBase
{
public override void SetUpLogicComponents()
@@ -17,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Slash.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Scripts/General/Slash.cs.meta
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Slash.cs.meta
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs
similarity index 67%
rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs
index da3a89c7..f59619ce 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/FireBolt.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs
@@ -2,12 +2,14 @@ using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
-using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
- public class FireBolt : CardLogicBase
+ ///
+ /// 打击:造成物理伤害,数值受到力量增减影响。
+ ///
+ public class Strike : CardLogicBase
{
public override void SetUpLogicComponents()
{
@@ -16,21 +18,17 @@ namespace Continentis.Mods.Basic.Cards
public override CommandGroup PlayEffect(List targetList)
{
- base.PlayEffect(targetList);
-
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () =>
- {
- user.Attack(target, GetTargetedFinalDamage(target));
- new Burn(GetAttribute("BuffLayer_Burn")).Apply(target, user, this);
- })
+ //new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
+ //new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
public override void ApplyAttributeChangesByCard()
{
- LogicComponent().SetDamage_Arcane();
+ LogicComponent().SetDamage_Strike();
}
}
}
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs.meta
similarity index 100%
rename from Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Strike.cs.meta
rename to Assets/Mods/Basic/Cards/Scripts/General/Attack/Strike.cs.meta
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs b/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs
index 78dbf721..30754a80 100644
--- a/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Defense.cs
@@ -17,8 +17,7 @@ namespace Continentis.Mods.Basic.Cards
{
base.PlayEffect(targetList);
- return Cmd.Parallel(
- new Cmd_PlayAnimation(user.characterView, "Skill"),
+ return Cmd.Parallel(new Cmd_PlayAnimation(user.characterView, "Skill"),
Cmd.After(0.2f, () => user.AddBlock(GetAttribute("Block")))
);
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs b/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs
index 235a5b90..3161cd61 100644
--- a/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Ignite.cs
@@ -11,13 +11,9 @@ namespace Continentis.Mods.Basic.Cards
{
public override CommandGroup PlayEffect(List targetList)
{
- base.PlayEffect(targetList);
-
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Skill"),
- Cmd.After(0.2f, () =>
- CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this)
- )
+ Cmd.After(0.2f, () => CreateCharacterBuff(GetAttribute("BuffStack_Burn")).Apply(target, user, this))
));
}
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Power.meta b/Assets/Mods/Basic/Cards/Scripts/General/Power.meta
new file mode 100644
index 00000000..d92cb6e7
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Power.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a0d1630d2beb7284b8c2aaf4be44c18b
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill.meta
new file mode 100644
index 00000000..7c24bce2
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 69daf5c683fd38742aaf8c22d2c0ebe3
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs
new file mode 100644
index 00000000..9908cbac
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs
@@ -0,0 +1,33 @@
+using System.Collections.Generic;
+using Continentis.MainGame.Base;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using SLSFramework.General;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 初级侦测术:移除目标的 DodgeRemoveAmount 点闪避。
+ ///
+ public class BasicDetection : CardLogicBase
+ {
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Parallel(
+ new Cmd_PlayAnimation(user.characterView, "Action"),
+ Cmd.Do(() => {
+ int amount = GetAttribute("DodgeRemoveAmount");
+ int currentDodge = target.GetAttribute(CharacterAttributes.Dodge);
+ int removeAmount = UnityEngine.Mathf.Min(amount, currentDodge);
+
+ if (removeAmount > 0)
+ {
+ target.ModifyAttribute(CharacterAttributes.Dodge, -removeAmount);
+ target.characterView.hudContainer.UpdateAllHUD();
+ }
+ })
+ ));
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs.meta
new file mode 100644
index 00000000..d44d570d
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicDetection.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 3b59594e6393ac740b545a5ccaba4e80
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs
new file mode 100644
index 00000000..4db12a6a
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs
@@ -0,0 +1,22 @@
+using System.Collections.Generic;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using SLSFramework.General;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ public class BasicHealing : CardLogicBase
+ {
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Parallel(
+ new Cmd_PlayAnimation(user.characterView, "Action"),
+ Cmd.Do(() =>
+ {
+ target.Heal(GetAttribute("HealAmount"));
+ })));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs.meta
new file mode 100644
index 00000000..0d2c0b96
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicHealing.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5c53a310aa1468e48ab76ab5dc11bfd5
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs
new file mode 100644
index 00000000..46943c7a
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs
@@ -0,0 +1,29 @@
+using System.Collections.Generic;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using SLSFramework.General;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 初级净化术:对目标施加弱驱散(Basic),移除所有可被弱驱散驱散的负面Buff。
+ /// 友方目标时驱散负面Buff;敌方目标时驱散正面Buff(由 Dispel 内部判定)。
+ ///
+ public class BasicPurification : CardLogicBase
+ {
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Parallel(
+ new Cmd_PlayAnimation(user.characterView, "Action"),
+ Cmd.Do(() =>
+ {
+ List dispelled = target.combatBuffSubmodule.Dispel(BuffDispelLevel.Basic, user);
+ Debug.Log($"[BasicPurification] 对 {target.data.displayName} 执行弱驱散,移除了 {dispelled.Count} 个Buff。");
+ })
+ ));
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs.meta
new file mode 100644
index 00000000..e87fa958
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/BasicPurification.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f3172551bc0b3e044bc1245dd4981a25
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs
new file mode 100644
index 00000000..25ab762f
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs
@@ -0,0 +1,28 @@
+using System.Collections.Generic;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using SLSFramework.General;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 祝福术:目标的下{Buff_Blessing_Stack}张卡牌获得1点通用增益影响,持续{Buff_Blessing_Duration}回合。
+ ///
+ public class Bless : CardLogicBase
+ {
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Parallel(
+ new Cmd_PlayAnimation(user.characterView, "Action"),
+ Cmd.Do(() =>
+ {
+ int stack = GetAttribute("Buff_Blessing_Stack");
+ int duration = GetAttribute("Buff_Blessing_Duration");
+ CreateCharacterBuff(stack, duration).Apply(target, user, this);
+ })
+ ));
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs.meta
new file mode 100644
index 00000000..d8d36b11
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Bless.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d33479718f28afc4ab7d0df6616a1562
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs
new file mode 100644
index 00000000..5d2b6523
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs
@@ -0,0 +1,94 @@
+using System.Collections.Generic;
+using System.Linq;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Combat;
+using Continentis.MainGame.Commands;
+using SLSFramework.General;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 命令术:对目标执行一次感知检定:
+ /// 对敌人:若感知低于{PerceptionThreshold_Remove},随机移除一个意图;若低于{PerceptionThreshold_Change},随机改变一个意图
+ /// 对玩家英雄:若感知检定未通过,将一张"扼制"卡牌放入目标的抽牌堆
+ ///
+ public class Command : CardLogicBase
+ {
+ private static readonly Color HintGreen = new Color(0.2f, 0.85f, 0.3f);
+ private static readonly Color HintRed = new Color(0.9f, 0.2f, 0.2f);
+
+ public override void Initialize(CardInstance cardInstance)
+ {
+ base.Initialize(cardInstance);
+
+ // 战场角色变化时刷新 hintShadow,托管机制自动取消订阅
+ CombatEventCollection events = CombatMainManager.Instance.eventCollection;
+ SubscribeCombatEvent(events.onCharacterDeath, new PrioritizedAction(_ => InvalidateHint()));
+ SubscribeCombatEvent(events.onCharacterJoin, new PrioritizedAction(_ => InvalidateHint()));
+ }
+
+ /// 抽到此牌时刷新 hintShadow。
+ protected override void OnDraw() => InvalidateHint();
+
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Parallel(
+ new Cmd_PlayAnimation(user.characterView, "Action"),
+ Cmd.Do(() =>
+ {
+ if (target is PlayerHero)
+ PlayEffectOnPlayer(target);
+ else
+ PlayEffectOnEnemy(target);
+ })
+ ));
+ }
+
+ ///
+ /// 检查场上是否存在感知低于阈值的可用目标。
+ /// 有可用目标时返回绿色,无可用目标时返回红色。
+ ///
+ public override Color? GetHintColor()
+ {
+ if (user == null || card.handCardView == null) return null;
+
+ card.DetectTargetsValidity(out List valid, out _, out _);
+ if (valid.Count == 0) return HintRed;
+
+ int changeThreshold = GetAttribute("Perception_Threshold_High");
+ bool hasEffectiveTarget = valid.Any(t =>
+ t.GetAttribute(CharacterAttributes.Perception) < changeThreshold);
+
+ return hasEffectiveTarget ? HintGreen : HintRed;
+ }
+
+ /// 对敌方目标:根据感知检定移除或改变意图。
+ private void PlayEffectOnEnemy(CharacterBase target)
+ {
+ int removeThreshold = GetAttribute("Perception_Threshold_Low");
+ int changeThreshold = GetAttribute("Perception_Threshold_High");
+ int perception = target.GetAttribute(CharacterAttributes.Perception);
+
+ if (perception < removeThreshold)
+ target.intentionSubmodule.RemoveRandomIntendedCard();
+ else if (perception < changeThreshold)
+ target.intentionSubmodule.ChangeRandomIntendedCard();
+ }
+
+ /// 对玩家英雄:感知检定未通过时,向目标抽牌堆塞入一张"扼制"卡牌。
+ private void PlayEffectOnPlayer(CharacterBase target)
+ {
+ int stifleThreshold = GetAttribute("Perception_Threshold_Low");
+ int disruptionThreshold = GetAttribute("Perception_Threshold_High");
+ int perception = target.GetAttribute(CharacterAttributes.Perception);
+
+ if (perception < stifleThreshold)
+ CardInstance.GenerateCardInstance(GetDerivativeCardData(0), target, Piles.Draw);
+ else if (perception < disruptionThreshold)
+ CardInstance.GenerateCardInstance(GetDerivativeCardData(1), target, Piles.Draw);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs.meta
new file mode 100644
index 00000000..9ec6e4b9
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/Command.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 50fb290b3c3aa634294239492dbb9f54
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs
new file mode 100644
index 00000000..6e36a548
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs
@@ -0,0 +1,25 @@
+using System.Collections.Generic;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using Continentis.MainGame.Commands;
+using Continentis.Mods.Basic.Buffs;
+using SLSFramework.General;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 光耀印记:对目标施加本回合 Buff,使其物理攻击每段额外造成 {BuffStack} 点伤害。
+ ///
+ public class MarkOfRadiance : CardLogicBase
+ {
+ public override CommandGroup PlayEffect(List targetList)
+ {
+ return ForEachTarget(targetList, target => Cmd.Parallel(
+ new Cmd_PlayAnimation(user.characterView, "Skill"),
+ Cmd.Do(() =>
+ CreateCharacterBuff(GetAttribute("Buff_MarkOfRadiance_Stack")).Apply(target, user, this)
+ )
+ ));
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs.meta
new file mode 100644
index 00000000..903639a8
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Skill/MarkOfRadiance.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d8dc25f4aad95844688111d6de3fd1e4
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status.meta b/Assets/Mods/Basic/Cards/Scripts/General/Status.meta
new file mode 100644
index 00000000..ca424a22
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Status.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 00f2ddd3ff2976d4f97842a5fae219e4
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs
new file mode 100644
index 00000000..b3fb516b
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs
@@ -0,0 +1,10 @@
+using Continentis.MainGame.Card;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ public class Disturbed : CardLogicBase
+ {
+
+ }
+}
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs.meta
new file mode 100644
index 00000000..3973b839
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Disturbed.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 2dd4de96073ace447b3bb89c2a976068
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs
new file mode 100644
index 00000000..d23bd443
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs
@@ -0,0 +1,13 @@
+using Continentis.MainGame.Card;
+
+namespace Continentis.Mods.Basic.Cards
+{
+ ///
+ /// 扼制:消耗1点体力的状态卡牌,具有"消耗"和"MustPlayFirst"关键词。
+ /// 在打出之前,玩家不能打出其它卡牌。打出后被消耗。
+ ///
+ public class Stifled : CardLogicBase
+ {
+
+ }
+}
diff --git a/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs.meta b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs.meta
new file mode 100644
index 00000000..b1da370d
--- /dev/null
+++ b/Assets/Mods/Basic/Cards/Scripts/General/Status/Stifled.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 515145e62e598aa48a1b23ef66b8c943
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs
index e1ce3aa7..f4d8b0df 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Knight/DivineSmite.cs
@@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards
{
CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
List allies = CombatMainManager.Instance.characterController.GetAllAllies(user);
diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs
index c97cd92e..5d524a78 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Knight/HeavySlash.cs
@@ -20,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards
new Cmd_PlayAnimation(user.characterView, "Attack"),
new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
mainGroup.AddCommand(Cmd.Do(() =>
diff --git a/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs b/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs
index 330135d7..329c08c2 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Knight/UtmostStrike.cs
@@ -20,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards
new Cmd_PlayAnimation(user.characterView, "Attack"),
new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f),
new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
LogicComponent().AddSelectionCommands(ref mainGroup);
diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs b/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs
index 54a91104..1acd2f18 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Mage/ArcaneMissiles.cs
@@ -32,7 +32,7 @@ namespace Continentis.Mods.Basic.Cards
{
perTargetGroup.AddCommand(Cmd.After(0.4f, () =>
{
- user.Attack(target, GetTargetedFinalDamage(target));
+ AttackTarget(target, GetTargetedFinalDamage(target));
Debug.Log("攻击命令触发");
}));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs b/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs
index 70266b02..d141da93 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Mage/ElectricClaw.cs
@@ -18,7 +18,7 @@ namespace Continentis.Mods.Basic.Cards
{
CommandGroup mainGroup = ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
mainGroup.AddCommand(Cmd.Do(() =>
diff --git a/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs b/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs
index e79b1c24..caf90995 100644
--- a/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/Mage/WitchcraftRay.cs
@@ -17,7 +17,7 @@ namespace Continentis.Mods.Basic.Cards
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs
index aa9397ff..c786bb9a 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/Bludgeon.cs
@@ -22,7 +22,7 @@ namespace Continentis.Mods.Basic.Cards
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.After(0.1f, () =>
{
- user.Attack(target, GetTargetedFinalDamage(target));
+ AttackTarget(target, GetTargetedFinalDamage(target));
CreateCharacterBuff().Apply(target, user, this);
})
),
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs
index 72cfcbee..c3f8e1ab 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/DualStrike.cs
@@ -23,11 +23,11 @@ namespace Continentis.Mods.Basic.Cards
target => Cmd.Sequential(
Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
),
Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
)
),
ExecutionMode.Sequential);
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs
index c868cedf..4be9c30f 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/HiddenBlade.cs
@@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs
index 13613f53..32edd6d9 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RadiantBolt.cs
@@ -22,7 +22,7 @@ namespace Continentis.Mods.Basic.Cards
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.After(0.2f, () =>
{
- user.Attack(target, GetTargetedFinalDamage(target));
+ AttackTarget(target, GetTargetedFinalDamage(target));
new Blind(GetAttribute("BuffLayer_Blind")).Apply(target, user, this);
})
));
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs
index 03bc6809..a32b5dca 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RayOfFrost.cs
@@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.2f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.2f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs
index a2ae6bb6..3df40d47 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/RecklessAssault.cs
@@ -19,7 +19,7 @@ namespace Continentis.Mods.Basic.Cards
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
- Cmd.After(0.1f, () => user.Attack(target, GetTargetedFinalDamage(target)))
+ Cmd.After(0.1f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
diff --git a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs
index 9951ae2b..6dbe7d5c 100644
--- a/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs
+++ b/Assets/Mods/Basic/Cards/Scripts/ObsoleteGeneral/WindBlade.cs
@@ -1,4 +1,5 @@
using System.Collections.Generic;
+using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
@@ -29,14 +30,14 @@ namespace Continentis.Mods.Basic.Cards
LogicComponent().SetDamage_Arcane();
}
- public override int GetTargetedFinalDamage(CharacterBase target, List elementalTags = null)
+ public override int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null)
{
float baseDamageFromSuppress = 0;
if (target is CombatNPC npc && user.IsOpponent(npc))
baseDamageFromSuppress = npc.actionCountThisRound == 0 ? 4f : 0f;
- base.GetFinalDamage(target, elementalTags, out float baseDamageAfterOffset, out float elementalAmplifier, out float magicAmplifier, out float finalAmplifier);
+ base.GetFinalDamage(target, ctx, out float baseDamageAfterOffset, out float elementalAmplifier, out float magicAmplifier, out float finalAmplifier);
float finalDamage = (baseDamageAfterOffset + baseDamageFromSuppress) * elementalAmplifier * magicAmplifier * finalAmplifier;
diff --git a/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim b/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim
index c0ff56b3..d0784536 100644
--- a/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim
+++ b/Assets/Mods/Basic/Characters/CharacterViews/Animations/Empty.anim
@@ -36,7 +36,7 @@ AnimationClip:
m_Level: 0
m_CycleOffset: 0
m_HasAdditiveReferencePose: 0
- m_LoopTime: 1
+ m_LoopTime: 0
m_LoopBlend: 0
m_LoopBlendOrientation: 0
m_LoopBlendPositionY: 0
diff --git a/Assets/Mods/Basic/Characters/CharacterViews/CombatViews/Soullies.prefab b/Assets/Mods/Basic/Characters/CharacterViews/CombatViews/Soullies.prefab
new file mode 100644
index 00000000..7f42d7e3
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/CharacterViews/CombatViews/Soullies.prefab
@@ -0,0 +1,446 @@
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diff --git a/Assets/Mods/Basic/Characters/CharacterViews/CombatViews/Soullies.prefab.meta b/Assets/Mods/Basic/Characters/CharacterViews/CombatViews/Soullies.prefab.meta
new file mode 100644
index 00000000..142e624f
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/CharacterViews/CombatViews/Soullies.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs
new file mode 100644
index 00000000..50f6ffaa
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs
@@ -0,0 +1,48 @@
+using System.Collections.Generic;
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using SLSFramework.General;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Buffs
+{
+ public class Blessing : CharacterCombatBuffBase
+ {
+ public Blessing (int stack, int duration)
+ {
+ Initialize(BuffType.Positive, BuffDispelLevel.Basic);
+ this.contentSubmodule = new ContentSubmodule(this)
+ .AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString())
+ .AddParameterGetter("Duration", () => roundFirstActionCountSubmodule.remainingCount.ToString());
+
+ this.iconSubmodule = new IconSubmodule(this);
+ this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
+ this.generalAttributeSubmodule.numericChange[CharacterAttributes.UniversalOffset] = 1;
+ this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
+ this.roundFirstActionCountSubmodule = new CountSubmodule(this, duration);
+
+ this.eventSubmodule.onAfterPlayCard.Add("OnAfterPlayCard",
+ new PrioritizedAction>(OnAfterPlayCard));
+ }
+
+ public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
+ {
+ MainGameManager.Instance.basePrefabs.GenerateInfoText("Buff_Basic_Blessing_DisplayName".Localize(), attachedCharacter.characterView);
+
+ if (FindExistingSameBuff(out existingBuff))
+ {
+ existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
+ existingBuff.roundFirstActionCountSubmodule.PickHigherCount(this.roundFirstActionCountSubmodule);
+ return false;
+ }
+
+ return true;
+ }
+
+ private void OnAfterPlayCard(CardInstance card, List targetList)
+ {
+ unitedStackSubmodule.ModifyStack(-1);
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs.meta b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs.meta
new file mode 100644
index 00000000..a5e18bb0
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blessing.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d4439cb60b400d845a3dfbc4d9237d09
\ No newline at end of file
diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs
index b185a3c9..073d9f14 100644
--- a/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs
+++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/Blind.cs
@@ -5,7 +5,12 @@ namespace Continentis.Mods.Basic.Buffs
{
public sealed class Blind : CharacterCombatBuffBase
{
- public Blind(int initialCount, int stack = 25)
+ public Blind(int initialCount) : this(initialCount, 25)
+ {
+
+ }
+
+ public Blind(int initialCount, int stack)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
@@ -17,6 +22,8 @@ namespace Continentis.Mods.Basic.Buffs
actionCountSubmodule = new CountSubmodule(this, initialCount);
+ unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
+
generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
generalAttributeSubmodule.numericChange.Add("DodgeCheckStartDamageMultiplier", -0.01f * stack);
}
diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs
index 4344985d..64a5be7a 100644
--- a/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs
+++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/CounterAttack.cs
@@ -19,7 +19,13 @@ namespace Continentis.Mods.Basic.Buffs
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onGetAttacked.Add(this.GetType().FullName, new PrioritizedAction(atkResult =>
{
- attachedCharacter.Attack(atkResult.attacker, unitedStackSubmodule.stackAmount, null, false, true);
+ // 将反击入队到 Reaction Lane,确保反击动画/特效与主流程不穿插
+ int counterDamage = unitedStackSubmodule.stackAmount;
+ CharacterBase attacker = atkResult.attacker;
+ EnqueueReaction(Cmd.Do(() =>
+ {
+ attachedCharacter.Attack(attacker, counterDamage, null, false, true);
+ }));
}));
}
diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs
new file mode 100644
index 00000000..badf856c
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs
@@ -0,0 +1,70 @@
+using Continentis.MainGame;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using SLSFramework.General;
+using UnityEngine;
+
+namespace Continentis.Mods.Basic.Buffs
+{
+ ///
+ /// 光耀印记:使目标的物理攻击卡每段伤害额外造成 {Stack} 点伤害。
+ /// 本回合结束时移除。
+ ///
+ public sealed class MarkOfRadiance : CharacterCombatBuffBase
+ {
+ public MarkOfRadiance(int stack)
+ {
+ Initialize(BuffType.Positive, BuffDispelLevel.Basic);
+
+ contentSubmodule = new ContentSubmodule(this)
+ .AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString())
+ .AddParameterGetter("Count", () => roundCountSubmodule.remainingCount.ToString());
+
+ iconSubmodule = new IconSubmodule(this);
+
+ unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
+
+ // 行动结束时移除(本回合 Buff)
+ roundCountSubmodule = new CountSubmodule(this, 1);
+
+ eventSubmodule = new EventSubmodule(this);
+ eventSubmodule.onDealAttack.Add("MarkOfRadiance", new PrioritizedAction(OnDealAttack));
+ }
+
+ public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
+ {
+ MainGameManager.Instance.basePrefabs.GenerateInfoText(
+ contentSubmodule.displayName, attachedCharacter.characterView);
+
+ if (FindExistingSameBuff(out existingBuff))
+ {
+ existingBuff.unitedStackSubmodule.AddStack(unitedStackSubmodule.stackAmount);
+ existingBuff.roundCountSubmodule.PickHigherCount(roundCountSubmodule);
+ return false;
+ }
+
+ return true;
+ }
+
+ private void OnDealAttack(AttackResult atkRes)
+ {
+ // 响应式/生命移除/反弹伤害不触发
+ if (atkRes.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected))
+ {
+ return;
+ }
+
+ // 仅对物理攻击卡生效
+ if (atkRes.attackCard == null) return;
+ if (atkRes.attackCard.contentSubmodule.cardType != CardType.Attack) return;
+ if (!atkRes.attackCard.HasKeyword("Physics")) return;
+
+ int bonusDamage = unitedStackSubmodule.stackAmount;
+ var ctx = AttackContext.Default(atkRes.attackCard).WithTag(AttackTags.Reactive);
+
+ EnqueueReaction(Cmd.Do(() => {
+ attachedCharacter.Attack(atkRes.target, bonusDamage, ctx);
+ }));
+ }
+ }
+}
diff --git a/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs.meta b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs.meta
new file mode 100644
index 00000000..743b750c
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/CombatBuffs/General/MarkOfRadiance.cs.meta
@@ -0,0 +1,2 @@
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+guid: 0f7351be716c5f442bb2263857e57ff7
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diff --git a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_MarshalOfUnderworld.asset b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_MarshalOfUnderworld.asset
index 7595e817..611ccb3a 100644
--- a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_MarshalOfUnderworld.asset
+++ b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_MarshalOfUnderworld.asset
@@ -1,3 +1,3 @@
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+size 6586
diff --git a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_SkeletonGuard.asset b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_SkeletonGuard.asset
index 410ff63a..3dbef444 100644
--- a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_SkeletonGuard.asset
+++ b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_SkeletonGuard.asset
@@ -1,3 +1,3 @@
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-size 6024
+oid sha256:1c960cacd847e3a8f991076553ddada7fc9663876f33a57f46ce853b7282cc6f
+size 6036
diff --git a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_Soullies.asset b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_Soullies.asset
new file mode 100644
index 00000000..4ae54274
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_Soullies.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 5799
diff --git a/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_Soullies.asset.meta b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_Soullies.asset.meta
new file mode 100644
index 00000000..c8c14494
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/Data/CharacterData_Basic_Soullies.asset.meta
@@ -0,0 +1,8 @@
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new file mode 100644
index 00000000..d454e983
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+++ b/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies.meta
@@ -0,0 +1,8 @@
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+DefaultImporter:
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new file mode 100644
index 00000000..bd750361
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Avatar.jpg
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg.meta b/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Avatar.jpg.meta
similarity index 100%
rename from Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg.meta
rename to Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Avatar.jpg.meta
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new file mode 100644
index 00000000..20b9e548
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Idle.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Idle.png.meta b/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Idle.png.meta
new file mode 100644
index 00000000..ea821cd5
--- /dev/null
+++ b/Assets/Mods/Basic/Characters/Sprites&Animations/Soullies/Soullies_Idle.png.meta
@@ -0,0 +1,143 @@
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diff --git a/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node0.asset b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node0.asset
new file mode 100644
index 00000000..3e33a3a9
--- /dev/null
+++ b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node0.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:2065aa51a0038889ffa735d2e3210627616905f9851feaca98200517ccf033ca
+size 556
diff --git a/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node0.asset.meta b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node0.asset.meta
new file mode 100644
index 00000000..0d26d0af
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+++ b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node0.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node1.asset b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node1.asset
new file mode 100644
index 00000000..1aaba7cf
--- /dev/null
+++ b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node1.asset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node1.asset.meta b/Assets/Mods/Basic/Combats/CombatNodeData_Basic_Node1.asset.meta
new file mode 100644
index 00000000..6893c5f3
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@@ -0,0 +1,8 @@
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diff --git a/Assets/Mods/Basic/Keywords/KeywordData_Basic_Buff.asset b/Assets/Mods/Basic/Keywords/KeywordData_Basic_Buff.asset
index 3c7eead9..bbe444d7 100644
--- a/Assets/Mods/Basic/Keywords/KeywordData_Basic_Buff.asset
+++ b/Assets/Mods/Basic/Keywords/KeywordData_Basic_Buff.asset
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:74d391d21c281b662c25cfe31e92a24272ecdd8e179a474bbc1f0bafb7bba098
-size 2290
+oid sha256:067e65339705000424040f175cd0b9ce318628fadbe1b708abfbda654091029b
+size 2481
diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv
index fae00834..b87fa4c9 100644
--- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv
+++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_BuffKeywords.csv
@@ -22,4 +22,6 @@ Keyword_Basic_Consolidate_Description,Do not lose Block at the start of your tur
Keyword_Basic_Burn,Burn,燃烧,燃燒,燃焼,연소,Thiêu Đốt,เผาไหม้
Keyword_Basic_Burn_Description,"Whenever a card is played, take damage equal to stacks.",每当打出一张卡时,受到层数点伤害。,每當打出一張卡時,受到層數點傷害。,カードをプレイするたび、層数に等しいダメージを受ける。,"카드를 사용할 때마다, 중첩 수만큼 피해를 입습니다.","Mỗi khi đánh ra 1 lá bài, chịu sát thương bằng số tầng.","ทุกครั้งที่เล่นการ์ด, ได้รับความเสียหายเท่ากับจำนวนชั้น."
Keyword_Basic_ConcentratedSpellcasting,Concentrated Spellcasting,法术强度,法術強度,スペルパワー,주문력,Sức Mạnh Phép Thuật,พลังเวท
-Keyword_Basic_ConcentratedSpellcasting_Description,Spell damage is increased by stacks.,法术造成的伤害增加层数点伤害。,法術造成的傷害增加層數點傷害。,魔法ダメージが層数分増加する。,주문으로 주는 피해가 중첩 수만큼 증가합니다.,Sát thương phép thuật tăng thêm bằng số tầng.,ความเสียหายเวทมนตร์เพิ่มขึ้นเท่ากับจำนวนชั้น.
\ No newline at end of file
+Keyword_Basic_ConcentratedSpellcasting_Description,Spell damage is increased by stacks.,法术造成的伤害增加层数点伤害。,法術造成的傷害增加層數點傷害。,魔法ダメージが層数分増加する。,주문으로 주는 피해가 중첩 수만큼 증가합니다.,Sát thương phép thuật tăng thêm bằng số tầng.,ความเสียหายเวทมนตร์เพิ่มขึ้นเท่ากับจำนวนชั้น.
+Keyword_Basic_MarkOfRadiance,Mark of Radiance,光耀印记,,,,,
+Keyword_Basic_MarkOfRadiance_Description,Physics Attack deals more damage for certain rounds.,在一定回合数中,物理攻击造成更多伤害。,,,,,
diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv
index e50cd002..6ae06524 100644
--- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv
+++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralBuffs.csv
@@ -61,3 +61,7 @@ Buff_Basic_FreedomOfMovement_DisplayName,Freedom Of Movement,行动自如,行動
Buff_Basic_FreedomOfMovement_FunctionText,"Whenever you played a Power card, draw $ParameterAbsInt(""Stack"") card.","每打出一张能力牌,抽$ParameterAbsInt(""Stack"")张牌。","每打出一張能力牌,抽$ParameterAbsInt(""Stack"")張牌。","パワーカードをプレイするたび、カードを$ParameterAbsInt(""Stack"")枚引く。","능력 카드를 낼 때마다 카드 $ParameterAbsInt(""Stack"")장을 뽑습니다.","Mỗi khi đánh một lá bài Năng Lực, rút $ParameterAbsInt(""Stack"") lá bài.","ทุกครั้งที่เล่นการ์ดพาวเวอร์, จั่วการ์ด $ParameterAbsInt(""Stack"") ใบ"
Buff_Basic_Consolidate_DisplayName,Consolidate,稳固,穩固,強固,견고,Vững Chắc,มั่นคง
Buff_Basic_Consolidate_FunctionText,Do not lose Block at the start of your turn.,回合开始时不会失去格挡。,回合開始時不會失去格擋。,ターン開始時にブロックを失わない。,턴 시작 시 방어도를 잃지 않습니다.,Không mất Giáp khi bắt đầu lượt.,ไม่สูญเสียการป้องกันเมื่อเริ่มเทิร์น
+Buff_Basic_Blessing_DisplayName,Blessing,祝福,,,,,
+Buff_Basic_Blessing_FunctionText,"For $ParameterInt(""Duration"") turns, the next $ParameterInt(""Stack"") cards you play gain 1 universal offset.","在$ParameterInt(""Duration"")回合内,你打出的$ParameterInt(""Stack"")张卡牌获得1点基础通用增减益效果。",,,,,
+Buff_Basic_MarkOfRadiance_DisplayName,Mark Of Radiance,光耀印记,,,,,
+Buff_Basic_MarkOfRadiance_FunctionText,"Physics Attack deals $ParameterInt(""Stack"") more damage for $ParameterInt(""Count"") rounds.","物理攻击造成额外$ParameterInt(""Stack"")点伤害,持续$ParameterInt(""Count"")回合。",,,,,
diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv
index f7707d25..98754b3a 100644
--- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv
+++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralCards.csv
@@ -1,19 +1,38 @@
Key,English,Simplified Chinese,Traditional Chinese,Japanese,Korean,Vietnamese,Thai
Card_Basic_Strike_DisplayName,Strike,打击,打擊,ストライク,타격,Đánh,โจมตี
Card_Basic_Strike_FunctionText,"$Keyword(""Strike""), deal $Attribute(""Damage"") damage.","$Keyword(""Strike""),造成$Attribute(""Damage"")点伤害。","$Keyword(""Strike""),造成$Attribute(""Damage"")點傷害。","$Keyword(""Strike"")、$Attribute(""Damage"")点のダメージを与える。","$Keyword(""Strike""), $Attribute(""Damage"")의 피해를 줍니다.","$Keyword(""Strike""), gây $Attribute(""Damage"") sát thương.","$Keyword(""Strike""), สร้างความเสียหาย $Attribute(""Damage"") หน่วย"
-Card_Basic_Defense_DisplayName,Defense,防御,防禦,防御,방어,Phòng Thủ,ป้องกัน
-Card_Basic_Defense_FunctionText,"$Keyword(""Fortitude""), gain $Attribute(""Block"") block.","$Keyword(""Fortitude""), 获得 $Attribute(""Block"") 点格挡.","$Keyword(""Fortitude""), 獲得 $Attribute(""Block"") 點格擋.","$Keyword(""Fortitude"")、使用者は$Attribute(""Block"")点のブロックを得る。","$Keyword(""Fortitude""), 사용자는 $Attribute(""Block"") 방어도를 얻습니다.","$Keyword(""Fortitude""), người sử dụng nhận $Attribute(""Block"") Giáp.","$Keyword(""Fortitude""), ผู้ใช้ได้รับ $Attribute(""Block"") การป้องกัน"
-Card_Basic_Whimsy_DisplayName,Whimsy,奇思,,,,,
-Card_Basic_Whimsy_FunctionText,"$Keyword(""Exhaust""), gain 1 Mana.","$Keyword(""Exhaust""),获得1魔力。",,,,,
-Card_Basic_Tactic_DisplayName,Tactic,战术,,,,,
-Card_Basic_Tactic_FunctionText,"$Keyword(""Exhaust""), discard 1 card and draw 1 card.","$Keyword(""Exhaust""),丢弃1张牌,抽1张牌。",,,,,
-Card_Basic_Rouse_DisplayName,Rouse,奋起,,,,,
-Card_Basic_Rouse_FunctionText,"$Keyword(""Exhaust""), gain 1 Stamina.","$Keyword(""Exhaust""),获得1体力。",,,,,
-Card_Basic_CommonHolyWater_DisplayName,Common holy water,普通圣水,,,,,
-Card_Basic_CommonHolyWater_FunctionText,"$Keyword(""Exhaust""), $Keyword(""BasicDispel"") self.","$Keyword(""Exhaust""), $Keyword(""BasicDispel"") 自身.",,,,,
-Card_Basic_Guard_DisplayName,Guard,守护,守護,守護,수호,Hộ Vệ,ผู้พิทักษ์
-Card_Basic_Guard_FunctionText,"Protect target ally for $Attribute(""BuffCount_Protecting"") rounds.","保护目标队友$Attribute(""BuffCount_Protecting"")回合。","保護目標隊友$Attribute(""BuffCount_Protecting"")回合。","対象の味方を$Attribute(""BuffCount_Protecting"")ターン守る。","대상 아군을 $Attribute(""BuffCount_Protecting"")턴 동안 보호합니다.","Bảo vệ đồng minh mục tiêu trong $Attribute(""BuffCount_Protecting"") lượt.","ปกป้องเพื่อนร่วมทีมเป้าหมายเป็นเวลา $Attribute(""BuffCount_Protecting"") เทิร์น"
Card_Basic_Slash_DisplayName,Slash,斩击,,,,,
Card_Basic_Slash_FunctionText,"$Keyword(""Slash""), deal $Attribute(""Damage"") damage.","$Keyword(""Slash""),造成$Attribute(""Damage"")点伤害。",,,,,
-Card_Basic_Ignite_DisplayName,Ignite,点燃,,,,,
-Card_Basic_Ignite_FunctionText,"Apply $Attribute(""BuffStack_Burn"") Burn to target.","对目标施加$Attribute(""BuffStack_Burn"")层灼烧。",,,,,
+Card_Basic_Prick_DisplayName,Prick,突刺,,,,,
+Card_Basic_Prick_FunctionText,"$Keyword(""Prick""), deal $Attribute(""Damage"") damage.","$Keyword(""Prick""),造成$Attribute(""Damage"")点伤害。",,,,,
+Card_Basic_Defense_DisplayName,Defense,防御,防禦,防御,방어,Phòng Thủ,ป้องกัน
+Card_Basic_Defense_FunctionText,"$Keyword(""Fortitude""), gain $Attribute(""Block"") block.","$Keyword(""Fortitude""), 获得 $Attribute(""Block"") 点格挡.","$Keyword(""Fortitude""), 獲得 $Attribute(""Block"") 點格擋.","$Keyword(""Fortitude"")、使用者は$Attribute(""Block"")点のブロックを得る。","$Keyword(""Fortitude""), 사용자는 $Attribute(""Block"") 방어도를 얻습니다.","$Keyword(""Fortitude""), người sử dụng nhận $Attribute(""Block"") Giáp.","$Keyword(""Fortitude""), ผู้ใช้ได้รับ $Attribute(""Block"") การป้องกัน"
+Card_Basic_Guard_DisplayName,Guard,守护,守護,守護,수호,Hộ Vệ,ผู้พิทักษ์
+Card_Basic_Guard_FunctionText,"Protect target ally for $Attribute(""BuffCount_Protecting"") rounds.","保护目标队友$Attribute(""BuffCount_Protecting"")回合。","保護目標隊友$Attribute(""BuffCount_Protecting"")回合。","対象の味方を$Attribute(""BuffCount_Protecting"")ターン守る。","대상 아군을 $Attribute(""BuffCount_Protecting"")턴 동안 보호합니다.","Bảo vệ đồng minh mục tiêu trong $Attribute(""BuffCount_Protecting"") lượt.","ปกป้องเพื่อนร่วมทีมเป้าหมายเป็นเวลา $Attribute(""BuffCount_Protecting"") เทิร์น"
+Card_Basic_Bless_DisplayName,Bless,祝福术,,,,,
+Card_Basic_Bless_FunctionText,"Target allied character gain $Attribute(""Buff_Blessing_Stack"") Blessing.","目标友方角色获得$Attribute(""Buff_Blessing_Stack"") 层祝福。",,,,,
+Card_Basic_Command_DisplayName,Command,命令术,命令術,コマンド,명령,Ra Lệnh,สั่งการ
+Card_Basic_Command_FunctionText,"[Showcase] Perform a Perception check on the target; this may influence their Intent or insert a Status card into their Draw Pile. [/Showcase][Target: CombatNPC] Perform a Perception check on the target. If their Perception is below $Attribute(""Perception_Threshold_Low""), randomly remove one Intent; if below $Attribute(""Perception_Threshold_High""), randomly change one Intent. [/Target][Target: PlayerHero] Perform a Perception check on the target. If their Perception is below $Attribute(""Perception_Threshold_Low""), insert a Stifled card into the target's Draw Pile; if below $Attribute(""Perception_Threshold_High""), insert a Disrupted card into the target's Draw Pile. [/Target]","[Showcase]对目标进行感知检定,可能影响其意图或将状态卡牌放入抽牌堆。[/Showcase][Target: CombatNPC]对目标进行感知检定。若感知低于$Attribute(""Perception_Threshold_Low""),随机移除一个意图;若低于$Attribute(""Perception_Threshold_High""),随机改变一个意图。[/Target]
+[Target: PlayerHero]对目标进行感知检定。若感知低于$Attribute(""Perception_Threshold_Low""),将一张扼制卡牌放入目标抽牌堆;若低于$Attribute(""Perception_Threshold_High""),将一张干扰卡牌放入目标的抽牌堆。[/Target]",,,,,
+Card_Basic_Disturbed_DisplayName,Disturbed,干扰,干擾,妨害,방해,Gián Đoạn,รบกวน
+Card_Basic_Disturbed_FunctionText,"$Keyword(""Exhaust"")","$Keyword(""Exhaust"")",,,,,
+Card_Basic_Stifled_DisplayName,Stifled,扼制,扼制,抑制,억제,Kìm Hãm,สกัด
+Card_Basic_Stifled_FunctionText,"$Keyword(""Prerequisite""), $Keyword(""Exhaust""), cost 1 Stamina.","$Keyword(""Prerequisite""),$Keyword(""Exhaust""),消耗1体力。",,,,,
+Card_Basic_BasicHealing_DisplayName,Basic Healing,初级治疗术,,,,,
+Card_Basic_BasicHealing_FunctionText,"$Keyword(""Exhaust""), heal $Attribute(""HealAmount"") health.","$Keyword(""Exhaust""), 治疗 $Attribute(""HealAmount"") 点生命值。",,,,,
+Card_Basic_BasicDetection_DisplayName,Basic Detection,初级探测术,,,,,
+Card_Basic_BasicDetection_FunctionText,"Remove $Attribute(""DodgeRemoveAmount"") dodge.","移除 $Attribute(""DodgeRemoveAmount"") 点闪避。",,,,,
+Card_Basic_MarkOfRadiance_DisplayName,Mark of Radiance,光耀印记,,,,,
+Card_Basic_MarkOfRadiance_FunctionText,"Add $Attribute(""Buff_MarkOfRadiance_Stack"") stacks of $Keyword(Basic_MarkOfRadiance).","施加 $Attribute(""Buff_MarkOfRadiance_Stack"") 层 $Keyword(Basic_MarkOfRadiance)。",,,,,
+Card_Basic_BasicPurification_DisplayName,Basic Purification,初级净化术,,,,,
+Card_Basic_BasicPurification_FunctionText,"Apply a basic dispel to the target, removing all dispellable buffs.",对目标施加弱驱散,移除所有可被驱散的Buff。,,,,,
+Card_Basic_Cleave_DisplayName,Cleave,顺劈斩,,,,,
+Card_Basic_Cleave_FunctionText,"$Keyword(""Slash""), Deal $Attribute(""Damage"") physics damage to all enemies.","$Keyword(""Slash""),对全体敌人造成$Attribute(""Damage"")点物理伤害。",,,,,
+Card_Basic_SearingSlash_DisplayName,Searing Slash,炽焰斩,,,,,
+Card_Basic_SearingSlash_FunctionText,"Deal $Attribute(""Damage_Physics"") physical damage and $Attribute(""Damage_Fire"") fire damage, then apply $Attribute(""Buff_Burn_Stack"") stacks of Burn to the target.","造成$Attribute(""Damage_Physics"")点物理伤害和$Attribute(""Damage_Fire"")点火焰伤害,并对目标施加$Attribute(""Buff_Burn_Stack"")层灼烧。",,,,,
+Card_Basic_SandStorm_DisplayName,Sand Storm,沙暴,,,,,
+Card_Basic_SandStorm_FunctionText,"$Keyword(""Arcane""). Deal $Attribute(""Damage"") damage $Attribute(""Hit_Count"") times to all enemies, then apply Blind for $Attribute(""Buff_Blind_Count"") rounds.","$Keyword(""Arcane"")。对全体敌人造成$Attribute(""Hit_Count"")次$Attribute(""Damage"")点伤害,并施加$Attribute(""Buff_Blind_Count"")回合的致盲。",,,,,
+Card_Basic_FireBall_DisplayName,Fireball,火球术,,,,,
+Card_Basic_FireBall_FunctionText,"$Keyword(""Arcane""). Deal $Attribute(""Damage_Main"") fire damage to target and apply $Attribute(""Buff_Burn_Stack_Main"") stacks of Burn. Deal $Attribute(""Damage_Others"") fire damage to all other enemies and apply $Attribute(""Buff_Burn_Stack_Others"") stacks of Burn.","$Keyword(""Arcane"")。对目标造成$Attribute(""Damage_Main"")点火焰伤害并附加$Attribute(""Buff_Burn_Stack_Main"")层灼烧,对其余所有敌人造成$Attribute(""Damage_Others"")点火焰伤害并附加$Attribute(""Buff_Burn_Stack_Others"")层灼烧。",,,,,
+Card_Basic_FireBolt_DisplayName,Fire Bolt,火焰箭,,,,,
+Card_Basic_FireBolt_FunctionText,"$Keyword(""Arcane"")。 Deal $Attribute(""Damage"") fire damage to target and apply $Attribute(""Buff_Burn_Stack"") stacks of Burn.","$Keyword(""Arcane"")。对目标造成$Attribute(""Damage"")点火焰伤害并附加$Attribute(""Buff_Burn_Stack"")层灼烧。",,,,,
diff --git a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv
index ab6fc8e9..dc4fab75 100644
--- a/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv
+++ b/Assets/Mods/Basic/Localization/Basic/Localization_Basic_GeneralKeywords.csv
@@ -40,6 +40,11 @@ Keyword_Concentrate_Description,"When attacked, may interrupt spell casting.",
Keyword_ConcentratedSpellcasting,Concentrated Spellcasting,法术强度,法術強度,スペルパワー,주문력,Sức Mạnh Phép Thuật,พลังเวท
Keyword_ConcentratedSpellcasting_Description,Spell damage is increased by stacks.,法术造成的伤害增加层数点伤害。,法術造成的傷害增加層數點傷害。,魔法ダメージが層数分増加する。,주문으로 주는 피해가 중첩 수만큼 증가합니다.,Sát thương phép thuật tăng thêm bằng số tầng.,ความเสียหายเวทมนตร์เพิ่มขึ้นเท่ากับจำนวนชั้น.
Keyword_Physics,Physics,物理,,,,,
-Keyword_Physics_Description,This card deals physics damage.,这张牌造成物理伤害。,,,,,
+Keyword_Physics_Description,This card is physics.,这是物理类卡牌。,,,,,
Keyword_Magic,Magic,魔法,,,,,
-Keyword_Magic_Description,This card deals magic damage.,这张牌造成魔法伤害。,,,,,
+Keyword_Magic_Description,This card is magic.,这是魔法类卡牌。,,,,,
+Keyword_Prerequisite,Prerequisite,先决,先決,前提,선결,Tiên Quyết,เงื่อนไขเบื้องต้น
+Keyword_Prerequisite,Prerequisite,先决,先決,前提条件,선결,Tiên Quyết,เงื่อนไขเบื้องต้น
+Keyword_Prerequisite_Description,"You must play this card before playing any other card.","你必须先打出这张牌,才能打出其他牌。","你必須先打出這張牌,才能打出其他牌。","他のカードをプレイする前に、このカードをプレイしなければならない。","다른 카드를 사용하기 전에 이 카드를 먼저 사용해야 합니다.","Bạn phải đánh lá bài này trước khi đánh bất kỳ lá bài nào khác.","คุณต้องเล่นการ์ดใบนี้ก่อนจึงจะเล่นการ์ดอื่นได้."
+Keyword_Prerequisite_Warning,Must play prerequisite card first!,必须先打出先决卡牌!,必須先打出先決卡牌!,前提条件のカードを先にプレイしてください!,선결 카드를 먼저 사용해야 합니다!,Phải đánh lá bài tiên quyết trước!,ต้องเล่นการ์ดเงื่อนไขเบื้องต้นก่อน!
+
diff --git a/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv b/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv
index aadd97f6..b13436c4 100644
--- a/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv
+++ b/Assets/Mods/Basic/Localization/Player/Localization_Basic_MageCards.csv
@@ -11,8 +11,8 @@ Card_Basic_ConcentratedSpellcasting_FunctionText,"$Keyword(""Concentrate"").
Gain $Attribute(""BuffStack_ConcentratedSpellcasting"") $Keyword(""Basic_ConcentratedSpellcasting"").","$Keyword(""Concentrate"")。\n获得$Attribute(""BuffStack_ConcentratedSpellcasting"")点$Keyword(""Basic_ConcentratedSpellcasting"")。","$Keyword(""Concentrate"")。\n獲得$Attribute(""BuffStack_ConcentratedSpellcasting"")點$Keyword(""Basic_ConcentratedSpellcasting"")。","$Keyword(""Concentrate"")。\n$Attribute(""BuffStack_ConcentratedSpellcasting"")点の$Keyword(""Basic_ConcentratedSpellcasting"")を得る。","$Keyword(""Concentrate"")。\n$Attribute(""BuffStack_ConcentratedSpellcasting"") 포인트의 $Keyword(""Basic_ConcentratedSpellcasting"") 효과를 얻습니다.","$Keyword(""Concentrate"").\nNhận $Attribute(""BuffStack_ConcentratedSpellcasting"") điểm $Keyword(""Basic_ConcentratedSpellcasting"").","$Keyword(""Concentrate"").\nได้รับ $Keyword(""Basic_ConcentratedSpellcasting"") จำนวน $Attribute(""BuffStack_ConcentratedSpellcasting"") แต้ม."
Card_Basic_ArcaneMissiles_DisplayName,Arcane Missiles,奥术飞弹,奧術飛彈,アーケインミサイル,비전 화살,Tên Lửa Ma Pháp,ศรเวทมนตร์
Card_Basic_ArcaneMissiles_FunctionText,"Deal $Attribute(""Damage"") damage for $Attribute(""AttackCount"") times.","造成$Attribute(""Damage"")点伤害 $Attribute(""AttackCount"")次。","造成$Attribute(""Damage"")點傷害 $Attribute(""AttackCount"")次。","$Attribute(""Damage"")点のダメージを$Attribute(""AttackCount"")回与える。","$Attribute(""Damage"") 피해를 $Attribute(""AttackCount"")번 줍니다。","Gây $Attribute(""Damage"") sát thương $Attribute(""AttackCount"") lần.","สร้างความเสียหาย $Attribute(""Damage"") หน่วย $Attribute(""AttackCount"") ครั้ง."
-Card_Basic_FireBall_DisplayName,FireBall,火球术,火球術,ファイアボール,화염구,Cầu Lửa,ลูกไฟ
-Card_Basic_FireBall_FunctionText,"Deal $Attribute(""Damage"") damage to all enemies and apply $Attribute(""BuffStack_Burn"") stacks of $Keyword(""Basic_Burn"").","对所有敌人造成$Attribute(""Damage"")点伤害并给予$Attribute(""BuffStack_Burn"")层$Keyword(""Basic_Burn"")。","對所有敵人造成$Attribute(""Damage"")點傷害並給予$Attribute(""BuffStack_Burn"")層$Keyword(""Basic_Burn"")。","敵全員に$Attribute(""Damage"")点のダメージを与え、$Attribute(""BuffStack_Burn"")層の$Keyword(""Basic_Burn"")を付与する。","모든 적에게 $Attribute(""Damage"") 피해를 주고 $Attribute(""BuffStack_Burn"") 층의 $Keyword(""Basic_Burn"") 효과를 부여합니다.","Gây $Attribute(""Damage"") sát thương lên tất cả kẻ địch và áp dụng $Attribute(""BuffStack_Burn"") tầng $Keyword(""Basic_Burn"").","สร้างความเสียหาย $Attribute(""Damage"") หน่วยแก่ศัตรูทั้งหมด และมอบสถานะ $Keyword(""Basic_Burn"") จำนวน $Attribute(""BuffStack_Burn"") ชั้น."
+,,,,,,,
+,,,,,,,
Card_Basic_Scorch_DisplayName,Scorch,烧焦,燒焦,焦熱,그슬리기,Thiêu Rụi,แผดเผา
Card_Basic_Scorch_FunctionText,"$Keyword(""Exhaust"").
Double the $Keyword(""Basic_Burn"") stacks on an enemy.","$Keyword(""Exhaust"")。\n将一名敌人的$Keyword(""Basic_Burn"")层数翻倍。","$Keyword(""Exhaust"")。\n將一名敵人的$Keyword(""Basic_Burn"")層數翻倍。","$Keyword(""Exhaust"")。\n敵1体の$Keyword(""Basic_Burn"")層数を2倍にする。","$Keyword(""Exhaust"")。\n적 한 명의 $Keyword(""Basic_Burn"") 중첩 수를 2배로 만듭니다.","$Keyword(""Exhaust"").\nNhân đôi số tầng $Keyword(""Basic_Burn"") của 1 kẻ địch.","$Keyword(""Exhaust"").\nเพิ่มจำนวนชั้นของสถานะ $Keyword(""Basic_Burn"") ของศัตรู 1 ตัวเป็นสองเท่า."
@@ -25,4 +25,4 @@ Deal $Attribute(""Damage"") damage.","$Keyword(""Retain"")。\n造成$Attribute(
Card_Basic_IdentifyWeakness_DisplayName,Identify Weakness,识破,識破,見破り,간파,Nhìn Thấu,ระบุจุดอ่อน
Card_Basic_IdentifyWeakness_FunctionText,"Apply $Attribute(""BuffCount_Vulnerable"") stacks of $Keyword(""Basic_Vulnerable"").","给予$Attribute(""BuffCount_Vulnerable"")层$Keyword(""Basic_Vulnerable"")。","給予$Attribute(""BuffCount_Vulnerable"")層$Keyword(""Basic_Vulnerable"")。","$Attribute(""BuffCount_Vulnerable"")層の$Keyword(""Basic_Vulnerable"")を付与する。","$Attribute(""BuffCount_Vulnerable"") 층의 $Keyword(""Basic_Vulnerable"") 효과를 부여합니다.","Áp dụng $Attribute(""BuffCount_Vulnerable"") tầng $Keyword(""Basic_Vulnerable"").","มอบสถานะ $Keyword(""Basic_Vulnerable"") จำนวน $Attribute(""BuffCount_Vulnerable"") ชั้น."
Card_Basic_Abundant_DisplayName,Abundant,充盈,充盈,充填,충만,Tràn Đầy,เปี่ยมพลัง
-Card_Basic_Abundant_FunctionText,"Give $Attribute(""BuffStack_Abundant"") $Keyword(""Basic_ConcentratedSpellcasting"") to Spell Attacks in hand.","使你手牌中的法术攻击牌获得$Attribute(""BuffStack_Abundant"")点$Keyword(""Basic_ConcentratedSpellcasting"")。","使你手牌中的法術攻擊牌獲得$Attribute(""BuffStack_Abundant"")點$Keyword(""Basic_ConcentratedSpellcasting"")。","手札にある魔法攻撃カードに$Attribute(""BuffStack_Abundant"")点の$Keyword(""Basic_ConcentratedSpellcasting"")を付与する。","손패에 있는 마법 공격 카드에 $Attribute(""BuffStack_Abundant"") 포인트의 $Keyword(""Basic_ConcentratedSpellcasting"") 효과를 부여합니다.","Trao $Attribute(""BuffStack_Abundant"") điểm $Keyword(""Basic_ConcentratedSpellcasting"") cho các lá bài tấn công phép thuật trên tay.","มอบ $Keyword(""Basic_ConcentratedSpellcasting"") จำนวน $Attribute(""BuffStack_Abundant"") แต้มให้กับการ์ดโจมตีเวทมนตร์ในมือของคุณ."
\ No newline at end of file
+Card_Basic_Abundant_FunctionText,"Give $Attribute(""BuffStack_Abundant"") $Keyword(""Basic_ConcentratedSpellcasting"") to Spell Attacks in hand.","使你手牌中的法术攻击牌获得$Attribute(""BuffStack_Abundant"")点$Keyword(""Basic_ConcentratedSpellcasting"")。","使你手牌中的法術攻擊牌獲得$Attribute(""BuffStack_Abundant"")點$Keyword(""Basic_ConcentratedSpellcasting"")。","手札にある魔法攻撃カードに$Attribute(""BuffStack_Abundant"")点の$Keyword(""Basic_ConcentratedSpellcasting"")を付与する。","손패에 있는 마법 공격 카드에 $Attribute(""BuffStack_Abundant"") 포인트의 $Keyword(""Basic_ConcentratedSpellcasting"") 효과를 부여합니다.","Trao $Attribute(""BuffStack_Abundant"") điểm $Keyword(""Basic_ConcentratedSpellcasting"") cho các lá bài tấn công phép thuật trên tay.","มอบ $Keyword(""Basic_ConcentratedSpellcasting"") จำนวน $Attribute(""BuffStack_Abundant"") แต้มให้กับการ์ดโจมตีเวทมนตร์ในมือของคุณ."
diff --git a/Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg b/Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg
deleted file mode 100644
index d2f63c36..00000000
Binary files a/Assets/Mods/Basic/Sprites/Characters/Avatar/183ba0619504a95af92d33c50a6a2038.jpg and /dev/null differ
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Blur/Sample Opposites.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Blur/Sample Opposites.asset
index d02cc044..b26c62be 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Blur/Sample Opposites.asset
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Blur/Sample Opposites.asset
@@ -1,47 +1,3 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!114 &11400000
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Color/_Negative.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Color/_Negative.asset.meta
index f0b77bc0..16bebccf 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Color/_Negative.asset.meta
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Color/_OuterOutline.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Color/_OuterOutline.asset
index 747ba247..0dc2284a 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Color/_OuterOutline.asset
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Effect/_TextureLayer1.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Effect/_TextureLayer1.asset.meta
index 058bda8e..11ffd42c 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Effect/_TextureLayer1.asset.meta
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Effect/_TextureLayer2.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/ASE/Effect/_TextureLayer2.asset
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Particles/Smoke 3.prefab.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Particles/Smoke 3.prefab.meta
index 23a5efd1..2f9fef0d 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Particles/Smoke 3.prefab.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Particles/Smoke 3.prefab.meta
@@ -5,3 +5,10 @@ PrefabImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Particles/Smoke 3.prefab
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity.meta
index e0503f3b..a2269ab4 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity.meta
@@ -5,3 +5,10 @@ DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Demo.unity
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta
index 7b422104..26916c09 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity.meta
@@ -5,3 +5,10 @@ DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/SSU_Examples.unity
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader
index 02acfc09..0171c5d8 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader
@@ -2,151 +2,151 @@
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "UI/Demo/Color Picker"
{
- Properties
- {
- [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
- _Color ("Tint", Color) = (1,1,1,1)
+ Properties
+ {
+ [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
+ _Color ("Tint", Color) = (1,1,1,1)
+
+ _StencilComp ("Stencil Comparison", Float) = 8
+ _Stencil ("Stencil ID", Float) = 0
+ _StencilOp ("Stencil Operation", Float) = 0
+ _StencilWriteMask ("Stencil Write Mask", Float) = 255
+ _StencilReadMask ("Stencil Read Mask", Float) = 255
- _StencilComp ("Stencil Comparison", Float) = 8
- _Stencil ("Stencil ID", Float) = 0
- _StencilOp ("Stencil Operation", Float) = 0
- _StencilWriteMask ("Stencil Write Mask", Float) = 255
- _StencilReadMask ("Stencil Read Mask", Float) = 255
+ _ColorMask ("Color Mask", Float) = 15
- _ColorMask ("Color Mask", Float) = 15
+ [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
+ [ASEEnd]_Brightness("Brightness", Float) = 1
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
- [ASEEnd]_Brightness("Brightness", Float) = 1
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ }
- }
+ SubShader
+ {
+ LOD 0
- SubShader
- {
- LOD 0
-
- Tags
- {
- "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True"
- }
-
- Stencil
- {
- Ref [_Stencil]
- ReadMask [_StencilReadMask]
- WriteMask [_StencilWriteMask]
- Comp [_StencilComp]
- Pass [_StencilOp]
- }
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
+
+ Stencil
+ {
+ Ref [_Stencil]
+ ReadMask [_StencilReadMask]
+ WriteMask [_StencilWriteMask]
+ Comp [_StencilComp]
+ Pass [_StencilOp]
+ }
- Cull Off
- Lighting Off
- ZWrite Off
- ZTest [unity_GUIZTestMode]
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask [_ColorMask]
+ Cull Off
+ Lighting Off
+ ZWrite Off
+ ZTest [unity_GUIZTestMode]
+ Blend SrcAlpha OneMinusSrcAlpha
+ ColorMask [_ColorMask]
+
+ Pass
+ {
+ Name "Default"
+ CGPROGRAM
+
+ #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
+ #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
+ #endif
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 3.0
- Pass
- {
- Name "Default"
- CGPROGRAM
- #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
- #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
- #endif
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.0
+ #include "UnityCG.cginc"
+ #include "UnityUI.cginc"
- #include "UnityCG.cginc"
- #include "UnityUI.cginc"
+ #pragma multi_compile __ UNITY_UI_CLIP_RECT
+ #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ #define ASE_NEEDS_FRAG_COLOR
- #pragma multi_compile __ UNITY_UI_CLIP_RECT
- #pragma multi_compile __ UNITY_UI_ALPHACLIP
+
+ struct appdata_t
+ {
+ float4 vertex : POSITION;
+ float4 color : COLOR;
+ float2 texcoord : TEXCOORD0;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+
+ };
- #define ASE_NEEDS_FRAG_COLOR
+ struct v2f
+ {
+ float4 vertex : SV_POSITION;
+ fixed4 color : COLOR;
+ half2 texcoord : TEXCOORD0;
+ float4 worldPosition : TEXCOORD1;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+
+ };
+
+ uniform fixed4 _Color;
+ uniform fixed4 _TextureSampleAdd;
+ uniform float4 _ClipRect;
+ uniform sampler2D _MainTex;
+ uniform float _Brightness;
+ uniform float4 _MainTex_ST;
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- half2 texcoord : TEXCOORD0;
- float4 worldPosition : TEXCOORD1;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- uniform fixed4 _Color;
- uniform fixed4 _TextureSampleAdd;
- uniform float4 _ClipRect;
- uniform sampler2D _MainTex;
- uniform float _Brightness;
- uniform float4 _MainTex_ST;
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
-
- v2f vert(appdata_t IN)
- {
- v2f OUT;
- UNITY_SETUP_INSTANCE_ID(IN);
+
+ v2f vert( appdata_t IN )
+ {
+ v2f OUT;
+ UNITY_SETUP_INSTANCE_ID( IN );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
- UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
- OUT.worldPosition = IN.vertex;
+ UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
+ OUT.worldPosition = IN.vertex;
+
+
+ OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
+ OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
+ OUT.texcoord = IN.texcoord;
+
+ OUT.color = IN.color * _Color;
+ return OUT;
+ }
- OUT.worldPosition.xyz += float3(0, 0, 0);
- OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
+ fixed4 frag(v2f IN ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID( IN );
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
- OUT.texcoord = IN.texcoord;
-
- OUT.color = IN.color * _Color;
- return OUT;
- }
-
- fixed4 frag(v2f IN) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float2 texCoord1 = IN.texcoord.xy * float2(1, 1) + float2(0, 0);
- float3 hsvTorgb2 = HSVToRGB(float3(texCoord1.x, texCoord1.y, _Brightness));
- float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
- float4 appendResult3 = (float4(hsvTorgb2, tex2D(_MainTex, uv_MainTex).a));
-
- half4 color = (IN.color * appendResult3);
-
- #ifdef UNITY_UI_CLIP_RECT
+ float2 texCoord1 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float3 hsvTorgb2 = HSVToRGB( float3(texCoord1.x,texCoord1.y,_Brightness) );
+ float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
+ float4 appendResult3 = (float4(hsvTorgb2 , tex2D( _MainTex, uv_MainTex ).a));
+
+ half4 color = ( IN.color * appendResult3 );
+
+ #ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
+
+ #ifdef UNITY_UI_ALPHACLIP
+ clip (color.a - 0.001);
+ #endif
- #ifdef UNITY_UI_ALPHACLIP
- clip(color.a - 0.001);
- #endif
-
- return color;
- }
- ENDCG
- }
- }
-
-
- Fallback Off
+ return color;
+ }
+ ENDCG
+ }
+ }
+
+
+ Fallback Off
}
/*ASEBEGIN
Version=19002
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta
index b7464f38..1656b67d 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader.meta
@@ -8,3 +8,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Color Pick.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta
index 527bad00..b95f84dd 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Camera.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs
index 67c6cce7..ed8e7f41 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs
@@ -1,6 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
using UnityEngine;
-using UnityEngine.EventSystems;
using UnityEngine.UI;
+using UnityEngine.EventSystems;
namespace SpriteShadersUltimate.Demo
{
@@ -8,22 +10,22 @@ namespace SpriteShadersUltimate.Demo
{
public Material targetMaterial;
public string propertyName;
- private Slider brightnessSlider;
- private RectTransform colorArea;
- private Image dotImage;
- private RectTransform dotRect;
- private bool isDragging;
+ RectTransform colorArea;
+ Slider brightnessSlider;
+ RectTransform dotRect;
+ Image dotImage;
- private bool isHovered;
+ bool isHovered;
+ bool isDragging;
- private float lastHue;
- private float lastSaturation;
- private float maxBrightness;
+ float lastHue;
+ float lastSaturation;
+ float maxBrightness;
- private void Start()
+ void Start()
{
- if (brightnessSlider == null || colorArea == null)
+ if(brightnessSlider == null || colorArea == null)
{
//References:
colorArea = transform.Find("Color Area").GetComponent();
@@ -32,42 +34,37 @@ namespace SpriteShadersUltimate.Demo
dotImage = dotRect.GetComponent();
//Initialize:
- dotImage.material = Instantiate(dotImage.material);
+ dotImage.material = Instantiate(dotImage.material);
}
}
- private void Update()
+ void Update()
{
Vector2 mousePosition = default;
- RectTransformUtility.ScreenPointToLocalPointInRectangle(colorArea, Input.mousePosition, Camera.main,
- out mousePosition);
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(colorArea, Input.mousePosition, Camera.main, out mousePosition);
if (isHovered && Input.GetMouseButtonDown(0))
- if (mousePosition.x > -colorArea.sizeDelta.x * 0.5f && mousePosition.x < colorArea.sizeDelta.x * 0.5f &&
- mousePosition.y > -colorArea.sizeDelta.y * 0.5f && mousePosition.y < colorArea.sizeDelta.y * 0.5f)
- isDragging = true;
-
- if (isDragging)
{
- if (!Input.GetMouseButton(0)) isDragging = false;
+ if (mousePosition.x > -colorArea.sizeDelta.x * 0.5f && mousePosition.x < colorArea.sizeDelta.x * 0.5f && mousePosition.y > -colorArea.sizeDelta.y * 0.5f && mousePosition.y < colorArea.sizeDelta.y * 0.5f)
+ {
+ isDragging = true;
+ }
+ }
- var colorRange = (mousePosition + colorArea.sizeDelta * 0.5f) / colorArea.sizeDelta;
- var hue = Mathf.Clamp01(colorRange.x);
- var saturation = Mathf.Clamp01(colorRange.y);
+ if(isDragging)
+ {
+ if(Input.GetMouseButton(0) == false)
+ {
+ isDragging = false;
+ }
+
+ Vector2 colorRange = (mousePosition + colorArea.sizeDelta * 0.5f) / colorArea.sizeDelta;
+ float hue = Mathf.Clamp01(colorRange.x);
+ float saturation = Mathf.Clamp01(colorRange.y);
UpdateColor(hue, saturation);
}
}
- public void OnPointerEnter(PointerEventData eventData)
- {
- isHovered = true;
- }
-
- public void OnPointerExit(PointerEventData eventData)
- {
- isHovered = false;
- }
-
public void SetTarget(Material newMaterial, string newProperty, string shaderName)
{
Start();
@@ -78,16 +75,18 @@ namespace SpriteShadersUltimate.Demo
LoadColor(targetMaterial.GetColor(propertyName));
//Title:
- var displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), "");
- var displayChars = displayString.ToCharArray();
+ string displayString = newProperty.Replace("_" + shaderName.Replace(" ", ""), "");
+ char[] displayChars = displayString.ToCharArray();
displayString = "";
- for (var c = 0; c < displayChars.Length; c++)
+ for(int c = 0; c < displayChars.Length; c++)
{
- if (c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString()) displayString += " ";
+ if(c > 0 && displayChars[c].ToString().ToUpper() == displayChars[c].ToString())
+ {
+ displayString += " ";
+ }
displayString += displayChars[c];
}
-
transform.Find("Title").GetComponent().text = displayString;
}
@@ -100,10 +99,14 @@ namespace SpriteShadersUltimate.Demo
maxBrightness = Mathf.Ceil(value * 0.5f) * 4f + 5f;
- if (value <= 1f)
+ if(value <= 1f)
+ {
brightnessSlider.SetValueWithoutNotify(value * 0.5f);
+ }
else
+ {
brightnessSlider.SetValueWithoutNotify(0.5f + (value - 1f) / maxBrightness);
+ }
UpdateColor(hue, saturation);
}
@@ -113,23 +116,38 @@ namespace SpriteShadersUltimate.Demo
lastHue = hue;
lastSaturation = saturation;
- dotRect.anchoredPosition =
- new Vector2(Mathf.Clamp(colorArea.sizeDelta.x * hue, 5, colorArea.sizeDelta.x - 5),
- Mathf.Clamp(colorArea.sizeDelta.y * saturation, 5, colorArea.sizeDelta.y - 5));
+ dotRect.anchoredPosition = new Vector2(Mathf.Clamp(colorArea.sizeDelta.x * hue, 5, colorArea.sizeDelta.x - 5), Mathf.Clamp(colorArea.sizeDelta.y * saturation, 5, colorArea.sizeDelta.y - 5));
dotImage.color = Color.HSVToRGB(hue, saturation, 1f);
- var value = Mathf.Min(brightnessSlider.value * 2f, 1) +
- Mathf.Max((brightnessSlider.value - 0.5f) * maxBrightness, 0);
+ float value = Mathf.Min(brightnessSlider.value * 2f, 1) + Mathf.Max((brightnessSlider.value - 0.5f) * maxBrightness, 0);
dotImage.materialForRendering.SetFloat("_Brightness", value);
- if (targetMaterial != null) targetMaterial.SetColor(propertyName, Color.HSVToRGB(hue, saturation, value));
+ if(targetMaterial != null)
+ {
+ targetMaterial.SetColor(propertyName, Color.HSVToRGB(hue, saturation, value));
+ }
}
public void SliderChanged()
{
- if (Mathf.Abs(brightnessSlider.value - 0.5f) < 0.05f) brightnessSlider.SetValueWithoutNotify(0.5f);
+ if (Mathf.Abs(brightnessSlider.value - 0.5f) < 0.05f)
+ {
+ brightnessSlider.SetValueWithoutNotify(0.5f);
+ }
UpdateColor(lastHue, lastSaturation);
}
+
+ public void OnPointerEnter(PointerEventData eventData)
+ {
+ isHovered = true;
+ }
+
+ public void OnPointerExit(PointerEventData eventData)
+ {
+ isHovered = false;
+ }
+
+
}
}
\ No newline at end of file
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta
index 4bf7fbbf..d9809c51 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_ColorPicker.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta
index 410bd754..fcf1a9e5 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Display.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs
index 663fe820..f11e996e 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs
@@ -1,3 +1,5 @@
+using System.Collections;
+using System.Collections.Generic;
using UnityEngine;
namespace SpriteShadersUltimate.Demo
@@ -5,28 +7,28 @@ namespace SpriteShadersUltimate.Demo
public class Demo_DisplayTitle : MonoBehaviour
{
public Transform target;
- private RectTransform rectParent;
- private RectTransform rectTransform;
+ RectTransform rectTransform;
+ RectTransform rectParent;
- private void Start()
+ void Start()
{
rectTransform = GetComponent();
rectParent = transform.parent.GetComponent();
}
- private void LateUpdate()
+ void LateUpdate()
{
Vector3 screenPosition = RectTransformUtility.WorldToScreenPoint(Camera.main, target.position);
-
+
Vector2 rectPosition;
- RectTransformUtility.ScreenPointToLocalPointInRectangle(rectParent, screenPosition, Camera.main,
- out rectPosition);
+ RectTransformUtility.ScreenPointToLocalPointInRectangle(rectParent, screenPosition, Camera.main, out rectPosition);
rectTransform.anchoredPosition = rectPosition;
transform.localScale = target.lossyScale;
}
}
-}
\ No newline at end of file
+}
+
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta
index 26d46c65..125cef0f 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_DisplayTitle.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta
index e41496b8..16b98c25 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_FloatPicker.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta
index 6142de0c..6187ff45 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
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+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_GUI.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta
index b769d163..a39768fe 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Player.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs
index 94ab343a..910e616b 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs
@@ -1,3 +1,4 @@
+using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -7,22 +8,25 @@ namespace SpriteShadersUltimate.Demo
{
public static Demo_Shaders instance;
public static float zoomFactor;
- private Vector3 currentPosition;
- private GameObject environmentGO;
- private List environmentSprites;
+ GameObject environmentGO;
+ List environmentSprites;
+ Vector3 currentPosition;
- private float lastZoomFactor;
+ float lastZoomFactor;
- private void Awake()
+ void Awake()
{
//Reference:
instance = this;
//Environment:
- var environment = GameObject.Find("Environment").transform;
+ Transform environment = GameObject.Find("Environment").transform;
environmentSprites = new List();
- foreach (var sr in environment.GetComponentsInChildren()) environmentSprites.Add(sr);
+ foreach(SpriteRenderer sr in environment.GetComponentsInChildren())
+ {
+ environmentSprites.Add(sr);
+ }
environmentGO = environment.gameObject;
//Initialize:
@@ -32,7 +36,7 @@ namespace SpriteShadersUltimate.Demo
lastZoomFactor = -1000;
}
- private void Update()
+ void Update()
{
//Zoom Factor:
if (Demo_Display.selected != null)
@@ -47,27 +51,33 @@ namespace SpriteShadersUltimate.Demo
}
//Scale:
- var scale = 1f + 6.2f * zoomFactor;
+ float scale = 1f + 6.2f * zoomFactor;
transform.localScale = new Vector3(scale, scale, 1);
if (zoomFactor != lastZoomFactor)
{
//Environment:
- var alpha = Mathf.Clamp01((zoomFactor - 0.75f) / 0.25f);
- foreach (var sprite in environmentSprites)
+ float alpha = Mathf.Clamp01((zoomFactor - 0.75f) / 0.25f);
+ foreach (SpriteRenderer sprite in environmentSprites)
{
- var color = sprite.color;
+ Color color = sprite.color;
color.a = alpha;
sprite.color = color;
}
- if (alpha > 0f)
+ if(alpha > 0f)
{
- if (!environmentGO.activeSelf) environmentGO.SetActive(true);
+ if(!environmentGO.activeSelf)
+ {
+ environmentGO.SetActive(true);
+ }
}
else
{
- if (environmentGO.activeSelf) environmentGO.SetActive(false);
+ if (environmentGO.activeSelf)
+ {
+ environmentGO.SetActive(false);
+ }
}
//Other:
@@ -75,18 +85,18 @@ namespace SpriteShadersUltimate.Demo
}
//Position:
- if (Demo_Display.selected != null)
+ if(Demo_Display.selected != null)
{
- currentPosition = Vector3.Lerp(currentPosition, -Demo_Display.selected.transform.localPosition,
- Time.unscaledDeltaTime * 10f);
+ currentPosition = Vector3.Lerp(currentPosition, -Demo_Display.selected.transform.localPosition, Time.unscaledDeltaTime * 10f);
}
else
{
- var movement = 0f;
- if (AllowMovement())
+
+ float movement = 0f;
+ if(AllowMovement())
{
- movement = 2f * (Screen.width * 0.5f - Input.mousePosition.x) / Screen.width;
- if (Mathf.Abs(movement) < 0.6f)
+ movement = 2f * (Screen.width * 0.5f - Input.mousePosition.x) / (float)Screen.width;
+ if(Mathf.Abs(movement) < 0.6f)
{
movement = 0;
}
@@ -102,16 +112,18 @@ namespace SpriteShadersUltimate.Demo
}
}
- currentPosition = Vector3.Lerp(currentPosition, new Vector3(currentPosition.x + movement, 0, 0),
- Time.unscaledDeltaTime * 14f / scale);
+ currentPosition = Vector3.Lerp(currentPosition, new Vector3(currentPosition.x + movement, 0, 0), Time.unscaledDeltaTime * 14f / scale);
}
-
transform.position = currentPosition * scale;
//Controls:
- if (Demo_Display.selected != null)
+ if(Demo_Display.selected != null)
+ {
if (Input.GetKeyDown(KeyCode.Escape))
+ {
Demo_Display.selected.Deselect();
+ }
+ }
}
public bool AllowMovement()
@@ -124,4 +136,4 @@ namespace SpriteShadersUltimate.Demo
return zoomFactor > 0.9f;
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta
index 2b3f4677..0c30193d 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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assetBundleVariant:
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+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Shaders.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta
index 34ad2f39..d5dbe5f3 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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assetBundleVariant:
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+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_SpriteFader.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs
index 4e4039ab..871f2398 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs
@@ -1,79 +1,104 @@
-using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.EventSystems;
namespace SpriteShadersUltimate.Demo
{
public class Demo_Trigger : MonoBehaviour
{
- public List events;
- private ShaderFaderSSU fader;
+ ShaderFaderSSU fader;
- private void Start()
+ public List events;
+
+ void Start()
{
fader = GetComponent();
}
private void OnTriggerEnter2D(Collider2D collision)
{
- if (collision.name == "Player") ChangeState(true);
+ if(collision.name == "Player")
+ {
+ ChangeState(true);
+ }
}
private void OnTriggerExit2D(Collider2D collision)
{
- if (collision.name == "Player") ChangeState(false);
+ if (collision.name == "Player")
+ {
+ ChangeState(false);
+ }
}
public void ChangeState(bool isActive)
{
- if (fader != null) fader.isFaded = isActive;
+ if (fader != null)
+ {
+ fader.isFaded = isActive;
+ }
if (events != null && isActive)
- foreach (var demoEvent in events)
+ {
+ foreach (Demo_TriggerEvent demoEvent in events)
+ {
StartCoroutine(PlayEvent(demoEvent));
+ }
+ }
}
- private IEnumerator PlayEvent(Demo_TriggerEvent demoEvent)
+ IEnumerator PlayEvent(Demo_TriggerEvent demoEvent)
{
yield return new WaitForSeconds(demoEvent.delay);
demoEvent.Play(transform);
}
}
- [Serializable]
+ [System.Serializable]
public class Demo_TriggerEvent
{
- [Header("Delay:")] public float delay;
-
- [Header("Change Fader:")] public ShaderFaderSSU fader;
+ [Header("Delay:")]
+ public float delay;
+ [Header("Change Fader:")]
+ public ShaderFaderSSU fader;
public bool faderState;
public bool negateState;
- [Header("Snap Player:")] public bool snapPlayer;
-
+ [Header("Snap Player:")]
+ public bool snapPlayer;
public bool isRelative;
public Vector3 snapPosition;
- [Header("Hurt Player:")] public bool hurtPlayer;
-
+ [Header("Hurt Player:")]
+ public bool hurtPlayer;
public Vector2 velocity;
public void Play(Transform source)
{
- if (fader != null)
+ if(fader != null)
{
- if (negateState)
+ if(negateState)
+ {
fader.isFaded = !fader.isFaded;
+ }
else
+ {
fader.isFaded = faderState;
+ }
}
- if (snapPlayer)
+ if(snapPlayer)
+ {
Demo_Player.instance.SnapPosition(isRelative ? source.position + snapPosition : snapPosition);
+ }
- if (hurtPlayer) Demo_Player.instance.GetHurt(velocity);
+ if(hurtPlayer)
+ {
+ Demo_Player.instance.GetHurt(velocity);
+ }
}
}
}
\ No newline at end of file
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta
index 88b3c977..e8f0a133 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs.meta
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@@ -9,3 +9,10 @@ MonoImporter:
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+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_Trigger.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta
index f0a6861f..7d1dbfbd 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorFollow.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta
index 5252be25..2ab3e6e1 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Scripts/Demo_VectorPicker.cs.meta
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@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png
index 85cda6cf..a233478d 100644
Binary files a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png and b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png differ
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta
index 1d9ade24..743f95e7 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_01.png.meta
@@ -130,3 +130,10 @@ TextureImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png
index c153a9f0..bff8fef8 100644
Binary files a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png and b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png differ
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png.meta
index dd709ec2..f94ce955 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_02.png.meta
@@ -130,3 +130,10 @@ TextureImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_03.png b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_03.png
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_03.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_03.png.meta
index 9e7e807a..beb1bc39 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_03.png.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_03.png.meta
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_04.png b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_04.png
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_04.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_04.png.meta
index a98dcd33..9b314b55 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_04.png.meta
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+ uploadId: 845852
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_05.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Hurt/Ellen_Hurt_05.png.meta
index c186d5e8..6838a210 100644
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Idle/Ellen_Idle_01.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Idle/Ellen_Idle_01.png.meta
index 308c5d75..5b10ad46 100644
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Idle/Ellen_Idle_02.png.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Idle/Ellen_Idle_02.png.meta
index d288e50b..d61c3877 100644
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Idle/Ellen_Idle_03.png b/Assets/OtherPlugins/Sprite Shaders Ultimate/Demo/Textures/Ellen/Idle/Ellen_Idle_03.png
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index 3c3264ba..3c9e6d4e 100644
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- m_Name: Wiggle
- m_EditorClassIdentifier:
- shaderDescription: '- Wiggles the sprite horizontally.'
- hints: []
- lines:
- - _WiggleSpeed
- spaceHint: _WiggleOffset
- requiresFullRectMesh: 0
- requiresSpriteSheetFix: 0
- requiresInstancing: 0
- benchmarkValue: 200
- textureSamples: 0
- textureToggle:
- textureToggleExtra:
+version https://git-lfs.github.com/spec/v1
+oid sha256:9c175aa0c0b70c4ff56d3bf76f8e600285f3149694d63761e166a56003bf8d17
+size 686
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta
index 54c8d38f..2fea1730 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset.meta
@@ -6,3 +6,10 @@ NativeFormatImporter:
userData:
assetBundleName:
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+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wiggle.asset
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset
index b52f4742..1154140e 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset
@@ -1,36 +1,3 @@
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- m_Script: {fileID: 11500000, guid: 344c00355f060794ea582079ebb0a81f, type: 3}
- m_Name: Wind
- m_EditorClassIdentifier:
- shaderDescription: '- Adds dynamic wind sway with optional interaction.
-
- -
- Add the InteractiveWindSSU component for interaction.
-
- - Have one
- WindManagerSSU component in your scene.'
- hints:
- - property: _WindFlip
- text: '- Set to -1 to flip the effect upside-down.'
- - property: _WindXPosition
- text: '- Requires the WindParallaxSSU component.'
- lines:
- - _WindRotationWindFactor
- spaceHint:
- requiresFullRectMesh: 1
- requiresSpriteSheetFix: 1
- requiresInstancing: 1
- benchmarkValue: 1300
- textureSamples: 0
- textureToggle:
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta
index d1b10626..0a7f14dd 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/Wind.asset.meta
@@ -6,3 +6,10 @@ NativeFormatImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset
index 14b5fb24..383e069a 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset
@@ -1,26 +1,3 @@
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- m_Script: {fileID: 11500000, guid: 344c00355f060794ea582079ebb0a81f, type: 3}
- m_Name: World Tiling
- m_EditorClassIdentifier:
- shaderDescription: '- Tiles the sprite''s texture in world space.'
- hints: []
- lines: []
- spaceHint:
- requiresFullRectMesh: 0
- requiresSpriteSheetFix: 0
- requiresInstancing: 0
- requiresTiling: 1
- benchmarkValue: 250
- textureSamples: 0
- textureToggle:
- textureToggleExtra:
+version https://git-lfs.github.com/spec/v1
+oid sha256:5a043bdc6c56e3eaf8049470a0ac498df3c8e13d56266a7818107d8e11e147ce
+size 696
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta
index 6c331dca..0d0eb36b 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World Tiling.asset.meta
@@ -6,3 +6,11 @@ NativeFormatImporter:
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+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/Resources/SSU/Hints/World
+ Tiling.asset
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs
index 84f16024..2f62b8f2 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs
@@ -38,7 +38,8 @@ namespace SpriteShadersUltimate
Dictionary shaderDictionary;
Shader lastShader;
bool newCategory; //Used to avoid drawing lines at the beginning of a new category.
- bool isDisabled; //Skip shaders.
+ bool isEffectHidden; // Is the effect disabled or collapsed
+ bool isEffectEnabled; // Is the effect enabled
bool isHidden; //Used to skip hidden properties.
bool skipGUI; //Skip GUI refresh after changing the shader.
float shaderSpace; //Used to skip hidden properties.
@@ -57,6 +58,7 @@ namespace SpriteShadersUltimate
static Material[] materials;
bool wasWarned;
bool requiresFullRectMesh, requiresSpriteSheetFix, requiresInstancing, requiresTiling;
+ HashSet strippedTextureProperties = new HashSet();
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
@@ -71,7 +73,7 @@ namespace SpriteShadersUltimate
//Properties:
enabledShaders = new HashSet();
- isDisabled = false;
+ isEffectHidden = false;
isHidden = false;
EditorGUILayout.BeginVertical();
for (int n = 0; n < properties.Length; n++)
@@ -104,16 +106,38 @@ namespace SpriteShadersUltimate
//Enable:
if (enableProperties.Contains(prop.name))
{
- isDisabled = DrawShaderToggle(materialEditor, prop);
+ isEffectHidden = DrawShaderToggle(materialEditor, prop);
isHidden = false;
continue; //Dont display shader toggle twice.
}
else
{
- if (isDisabled)
+ if (isEffectHidden)
{
- continue; //Skip disabled properties.
+ // Strip textures
+ if (isEffectEnabled == false && prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)
+ {
+ // Cache as stripped texture property
+ if (strippedTextureProperties.Contains(prop.name) == false)
+ {
+ strippedTextureProperties.Add(prop.name);
+ }
+
+ // Remove texture to reduce build size
+ prop.textureValue = null;
+ }
+
+ continue; //Skip disabled properties
+ }
+ else
+ {
+ // Add stripped textures back
+ if (prop.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture && prop.textureValue == null && strippedTextureProperties.Contains(prop.name))
+ {
+ prop.textureValue = defaultMaterial.GetTexture(prop.name);
+ strippedTextureProperties.Remove(prop.name);
+ }
}
}
@@ -401,6 +425,10 @@ namespace SpriteShadersUltimate
DisplayHint("- Fixes issues with tiling shaders.");
DisplayHint("- This is only required on sprite sheets.");
}
+ if (prop.name == "_ResizableTexture" && prop.floatValue > 0.5f)
+ {
+ DisplayHint("- Fixes inconsistencies with some effects when the texture's size is changed.");
+ }
if (prop.name == "_PixelPerfectSpace" && prop.floatValue > 0.5f)
{
DisplayHint("- Snaps the shader space to the sprite's pixels.");
@@ -1595,6 +1623,7 @@ namespace SpriteShadersUltimate
}
}
+ isEffectEnabled = isEnabled;
return !isEnabled || isCollapsed;
}
@@ -1916,7 +1945,7 @@ namespace SpriteShadersUltimate
public static bool IsKeyword(string propertyName)
{
- if (propertyName.StartsWith("_Toggle") || propertyName.EndsWith("Toggle") || propertyName.EndsWith("Invert") || propertyName == "PixelSnap" || propertyName == "_ShaderSpace" || propertyName == "_ShaderFading" || propertyName == "_BakedMaterial" || propertyName == "_SmokeVertexSeed" || propertyName == "_SpriteSheetFix" || propertyName == "_UseUIAlphaClip" || propertyName == "_IsText" || propertyName == "_IsTextMeshPro" || propertyName == "_TilingFix" || propertyName == "_ForceAlpha" || propertyName == "_VertexTintFirst" || propertyName == "_PixelPerfectSpace" || propertyName == "_PixelPerfectUV" || propertyName == "_WindLocalWind" || propertyName == "_WindHighQualityNoise" || propertyName == "_WindIsParallax" || propertyName == "_WindFlip" || propertyName == "_SquishFlip")
+ if (propertyName.StartsWith("_Toggle") || propertyName.EndsWith("Toggle") || propertyName.EndsWith("Invert") || propertyName == "PixelSnap" || propertyName == "_ShaderSpace" || propertyName == "_ShaderFading" || propertyName == "_BakedMaterial" || propertyName == "_SmokeVertexSeed" || propertyName == "_SpriteSheetFix" || propertyName == "_UseUIAlphaClip" || propertyName == "_IsText" || propertyName == "_IsTextMeshPro" || propertyName == "_ResizableTexture" || propertyName == "_TilingFix" || propertyName == "_ForceAlpha" || propertyName == "_VertexTintFirst" || propertyName == "_PixelPerfectSpace" || propertyName == "_PixelPerfectUV" || propertyName == "_WindLocalWind" || propertyName == "_WindHighQualityNoise" || propertyName == "_WindIsParallax" || propertyName == "_WindFlip" || propertyName == "_SquishFlip")
{
return true;
}
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta
index ddd69685..32b52719 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
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+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SSUShaderGUI.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta
index aade0b96..9aa4cde8 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderFaderSSUEditor.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta
index 482acbfc..63dddb35 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/ShaderHintSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta
index 9212d559..caa05471 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/SpriteSheetSSUEditor.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta
index d89ca1bd..adb3a54d 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Editor/UnscaledTimeSSUEditor.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta
index c392ba96..392b76ef 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ImageSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta
index b4c208bc..b7832e3e 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ packageName: Sprite Shaders Ultimate
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+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/InteractiveWindSSUEditor.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta
index def542a2..9511cb7e 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindManagerSSUEditor.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta
index 91d0fc78..834d6d65 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/Editor/WindParallaxSSUEditor.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta
index c24e931d..967fe7e8 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveSquishSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta
index 939e817d..a3ff8844 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
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+ packageName: Sprite Shaders Ultimate
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+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/InteractiveWindSSU.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta
index 24faf29a..cbf4f411 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindManagerSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta
index 24a2f9e3..91f51901 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Interactive/WindParallaxSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
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diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta
index de305549..81f9205c 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/Internal/InstancerSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
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+ packageVersion: 6.22
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs
index 10022dde..c61c75f1 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs
@@ -1,3 +1,5 @@
+using System.Collections;
+using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
@@ -6,24 +8,27 @@ namespace SpriteShadersUltimate
[AddComponentMenu("Sprite Shaders Ultimate/Utility/Material Instancer SSU")]
public class MaterialInstancerSSU : InstancerSSU
{
- private void Awake()
+ void Awake()
{
- var graphic = GetComponent();
- if (graphic != null)
+ Graphic graphic = GetComponent();
+ if(graphic != null)
{
graphic.material = Instantiate(graphic.material);
runtimeMaterial = graphic.materialForRendering;
}
- var renderer = GetComponent();
- if (renderer != null)
+ Renderer renderer = GetComponent();
+ if(renderer != null)
{
- var materials = renderer.sharedMaterials;
- for (var n = 0; n < materials.Length; n++) materials[n] = Instantiate(materials[n]);
+ Material[] materials = renderer.sharedMaterials;
+ for(int n = 0; n < materials.Length; n++)
+ {
+ materials[n] = Instantiate(materials[n]);
+ }
renderer.materials = renderer.sharedMaterials = materials;
runtimeMaterial = materials[0];
}
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta
index 4d7c83d0..96bf9fc1 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs.meta
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+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/MaterialInstancerSSU.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta
index 3d1f3d90..dafcd5dd 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/ShaderFaderSSU.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta
index 972c9719..28348455 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/SpriteSheetSSU.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta
index eef5a0bc..53595164 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs.meta
@@ -9,3 +9,10 @@ MonoImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Scripts/UnscaledTimeSSU.cs
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader
index a3eed870..f52be891 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader
@@ -1,578 +1,577 @@
-// Made with Amplify Shader Editor v1.9.9.3
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/2D Lit URP SSU"
{
- Properties
- {
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- _MainTex( "MainTex", 2D ) = "white" {}
- _MaskMap( "Mask Map", 2D ) = "white" {}
- _MaskBrightness( "Mask Brightness", Float ) = 1
- _NormalMap( "Normal Map", 2D ) = "bump" {}
- _NormalIntensity( "Normal Intensity", Float ) = 1
- [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
- [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
- [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
- [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
- _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
- [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
- [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
- [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
- _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
- _ScreenWidthUnits( "Screen Width Units", Float ) = 10
- _RectWidth( "Rect Width", Float ) = 100
- _RectHeight( "Rect Height", Float ) = 100
- [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
- _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
- _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
- _FadingWidth( "Fading: Width", Float ) = 0.3
- _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
- _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _FadingMask( "Fading: Mask", 2D ) = "white" {}
- [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
- [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
- _TimeValue( "Time: Value", Float ) = 0
- [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
- _TimeSpeed( "Time: Speed", Float ) = 1
- [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
- _TimeFPS( "Time: FPS", Float ) = 5
- [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
- _TimeFrequency( "Time: Frequency", Float ) = 2
- _TimeRange( "Time: Range", Float ) = 0.5
- _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
- [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
- _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
- [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
- [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
- _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
- [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
- _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
- _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
- [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
- [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
- _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
- [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
- _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
- _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
- [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
- _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
- [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
- _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
- _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
- _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
- [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
- _Brightness( "Brightness", Float ) = 1
- [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
- _Contrast( "Contrast", Float ) = 1
- [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
- _Saturation( "Saturation", Float ) = 1
- [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
- _Hue( "Hue", Range( -1, 1 ) ) = 0
- [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
- _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
- [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
- _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
- [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
- _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
- [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
- _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
- [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
- _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
- [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
- _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
- [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
- _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
- _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
- _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
- [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
- _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
- _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
- [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
- [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
- _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
- [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
- _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
- [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
- _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
- _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
- _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
- [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
- _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
- _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
- [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
- [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
- _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
- [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
- _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
- _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
- [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
- _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
- _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
- [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
- [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
- _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
- _AddHueSpeed( "Add Hue: Speed", Float ) = 1
- _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
- _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
- _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
- [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
- _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
- _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
- [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
- [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
- _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
- _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
- [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
- _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
- [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
- _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
- [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
- _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
- _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
- _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
- _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
- _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
- _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
- [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
- _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
- [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
- _BlackTintPower( "Black Tint: Power", Float ) = 4
- [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
- _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
- [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
- _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
- _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
- _SineGlowMin( "Sine Glow: Min", Float ) = 0
- _SineGlowMax( "Sine Glow: Max", Float ) = 1
- [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
- _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
- [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
- _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
- [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
- [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
- _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
- _SplitToningBalance( "Split Toning: Balance", Float ) = 1
- _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
- [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
- _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
- _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
- [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
- _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
- _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
- _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
- [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
- _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
- [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
- _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
- [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
- _HologramContrast( "Hologram: Contrast", Float ) = 1
- _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
- _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
- _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
- _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
- _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
- _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
- _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
- _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
- [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
- _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
- _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
- _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
- _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
- _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
- _GlitchBrightness( "Glitch: Brightness", Float ) = 4
- _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
- _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
- _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
- _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
- _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
- [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
- _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
- [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
- _FrozenContrast( "Frozen: Contrast", Float ) = 2
- [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
- _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
- _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
- _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
- _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
- _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
- _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
- _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
- _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
- _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
- _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
- _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
- _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
- _RainbowContrast( "Rainbow: Contrast", Float ) = 1
- _RainbowSpeed( "Rainbow: Speed", Float ) = 1
- _RainbowDensity( "Rainbow: Density", Float ) = 0.5
- _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
- _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
- [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
- _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
- _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
- _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
- _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
- _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
- _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
- _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
- _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
- _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
- _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
- _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
- [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
- _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
- _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
- _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
- _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
- [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
- _MetalContrast( "Metal: Contrast", Float ) = 2
- [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
- _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
- _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
- _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
- _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
- _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
- _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
- [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
- [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
- _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
- [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
- _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
- _ShineContrast( "Shine: Contrast", Float ) = 2
- _ShineWidth( "Shine: Width", Float ) = 0.1
- _ShineSpeed( "Shine: Speed", Float ) = 5
- _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
- _ShineSmooth( "Shine: Smoothness", Float ) = 1
- _ShineFrequency( "Shine: Frequency", Float ) = 0.3
- [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
- [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
- _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
- _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
- _BurnRadius( "Burn: Radius", Float ) = 5
- [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
- _BurnWidth( "Burn: Width", Float ) = 0.1
- _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
- [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
- _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
- [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
- _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
- _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
- _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
- _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
- _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
- [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
- _PoisonDensity( "Poison: Density", Float ) = 3
- _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
- _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
- _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
- _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
- [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
- _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
- _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
- _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
- _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
- _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
- [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
- _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
- _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
- _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
- [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
- [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
- [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
- [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
- _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
- _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
- _ShiftingDensity( "Shifting: Density", Float ) = 1.5
- _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
- _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
- [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
- _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
- [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
- [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
- [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
- _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
- _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
- [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
- _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
- _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
- [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
- _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
- [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
- _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
- [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
- _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
- _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
- _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
- _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
- _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
- [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
- _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
- _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
- [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
- _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
- _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
- [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
- _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
- [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
- _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
- [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
- _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
- _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
- _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
- _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
- _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
- [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
- _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
- _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
- _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
- _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
- _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
- [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
- _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
- _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
- _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
- _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
- _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
- [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
- [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
- _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
- _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
- _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
- [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
- _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
- [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
- [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
- _HalftoneFade( "Halftone: Fade", Float ) = 1
- _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
- _HalftoneTiling( "Halftone: Tiling", Float ) = 4
- _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
- [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
- [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
- _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
- _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
- _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
- _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
- [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
- [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
- _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
- _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
- [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
- _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
- _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
- _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
- [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
- [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
- _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
- _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
- _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
- _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
- _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
- _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
- _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
- _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
- [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
- [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
- _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
- _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
- _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
- _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
- _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
- _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
- [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
- _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
- _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
- _SqueezePower( "Squeeze: Power", Float ) = 1
- _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
- _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
- _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
- _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
- _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
- _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
- [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
- _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
- [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
- _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
- _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
- _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
- _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
- _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
- _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
- _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
- _WiggleSpeed( "Wiggle: Speed", Float ) = 2
- _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
- _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
- [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
- [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
- _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
- _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
- _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
- _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
- _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
- [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
- _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
- _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
- [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
- _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
- _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
- _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
- _VibrateRotation( "Vibrate: Rotation", Float ) = 4
- [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
- _WindRotation( "Wind: Rotation", Float ) = 0
- _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
- _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
- _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
- _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
- [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
- _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
- _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
- _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
- _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
- [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
- [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
- _WindXPosition( "Wind: X Position", Float ) = 0
- _WindFlip( "Wind: Flip", Float ) = 0
- [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
- _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
- _SquishStretch( "Squish: Stretch", Float ) = 0.1
- _SquishSquish( "Squish: Squish", Float ) = 0.1
- _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
- [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
- _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
- _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
- [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
- _FlameBrightness( "Flame: Brightness", Float ) = 10
- _FlameSmooth( "Flame: Smooth", Float ) = 2
- _FlameRadius( "Flame: Radius", Float ) = 0.2
- _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
- _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
- _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
- _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
- [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
- _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
- _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
- [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
- _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
- _SharpenFactor( "Sharpen: Factor", Float ) = 4
- _SharpenOffset( "Sharpen: Offset", Float ) = 2
- [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
- [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
- _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
- _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
- _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
- _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
- _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
- [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
- [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
- _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
- _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
- _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
- _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
- _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
- [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
- _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
- _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
- _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
- [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
- _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
- _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
- _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ Properties
+ {
+ [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+ _MainTex( "MainTex", 2D ) = "white" {}
+ _MaskMap( "Mask Map", 2D ) = "white" {}
+ _MaskBrightness( "Mask Brightness", Float ) = 1
+ _NormalMap( "Normal Map", 2D ) = "bump" {}
+ _NormalIntensity( "Normal Intensity", Float ) = 1
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
- [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
+ [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- }
+ }
- SubShader
- {
- LOD 0
+ SubShader
+ {
+ LOD 0
+
+
+
+ Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" }
+
+ Cull Off
+
+ HLSLINCLUDE
+ #pragma target 2.0
+ #pragma prefer_hlslcc gles
+ // ensure rendering platforms toggle list is visible
+
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
+
+ ENDHLSL
+
+
+ Pass
+ {
+ Name "Sprite Lit"
+ Tags { "LightMode"="Universal2D" }
+
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+ HLSLPROGRAM
+
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
+ #pragma multi_compile_instancing
- Tags
- {
- "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true"
- }
+ #pragma vertex vert
+ #pragma fragment frag
- Cull Off
+ #pragma multi_compile_fragment _ DEBUG_DISPLAY
+ #pragma multi_compile_vertex _ SKINNED_SPRITE
- HLSLINCLUDE
- #pragma target 2.0
- #pragma prefer_hlslcc gles
- // ensure rendering platforms toggle list is visible
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
- ENDHLSL
-
-
- Pass
- {
- Name "Sprite Lit"
- Tags
- {
- "LightMode"="Universal2D"
- }
-
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- Offset 0 , 0
- ColorMask RGBA
-
-
- HLSLPROGRAM
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
-
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
- #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
+ #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
+ #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
+ #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
+ #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
@@ -587,3750 +586,3235 @@ Shader "Sprite Shaders Ultimate/2D Lit URP SSU"
#define VARYINGS_NEED_SCREENPOSITION
#define FEATURES_GRAPH_VERTEX
- #define SHADERPASS SHADERPASS_SPRITELIT
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
-
- #if USE_SHAPE_LIGHT_TYPE_0
- SHAPE_LIGHT (0)
- #endif
-
- #if USE_SHAPE_LIGHT_TYPE_1
- SHAPE_LIGHT (1)
- #endif
-
- #if USE_SHAPE_LIGHT_TYPE_2
- SHAPE_LIGHT (2)
- #endif
-
- #if USE_SHAPE_LIGHT_TYPE_3
- SHAPE_LIGHT (3)
- #endif
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
- sampler2D _MaskMap;
- sampler2D _NormalMap;
-
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPRedTint;
- float4 _RecolorRGBYCPYellowTint;
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPCyanTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPPurpleTint;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- float4 _RecolorRGBGreenTint;
- float4 _RecolorRGBRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- float4 _MetalColor;
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- float4 _CamouflageColorA;
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowMask_ST;
- float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnEdgeNoiseScale;
- float2 _BurnPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineTextureSpeed;
- float2 _InnerOutlineNoiseSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineNoiseScale;
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- float2 _FrozenHighlightDistortionSpeed;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Offset;
- float2 _TextureLayer2ScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
- float _RainbowSaturation;
- float _RainbowBrightness;
- float _RainbowContrast;
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- float _FrozenHighlightDensity;
- float _FrozenFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- int _TextureLayer2Columns;
- int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- float _SourceAlphaDissolveNoiseFactor;
- float _SourceAlphaDissolveFade;
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- float _ShineRotation;
- float _ShineFrequency;
- float _ShineSpeed;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedReduce;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
- float _EnchantedBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeSmoothness;
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFrequency;
- #endif
- float _MaskBrightness;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueContrast;
- float _AddHueSaturation;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceRange;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameRadius;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameNoiseFactor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- float _InkSpreadContrast;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintFade;
- float _BlackTintPower;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float _Brightness;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- #endif
- float _NormalIntensity;
-
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 color : COLOR;
-
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 texCoord0 : TEXCOORD0;
- float4 color : TEXCOORD1;
- float4 screenPosition : TEXCOORD2;
- float3 positionWS : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #if ETC1_EXTERNAL_ALPHA
- TEXTURE2D (_AlphaTex); SAMPLER (sampler_AlphaTex);
- float _EnableAlphaTexture;
- #endif
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11716(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11714(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11666(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11668(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11669(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11672(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11678(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11718(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11755(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11757(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11761(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11789(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11773(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11808(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11845(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11835(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11837(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11830(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11831(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11823(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11821(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11822(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11817(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11852(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11871(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11879(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11881(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11877(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11873(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11875(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- VertexOutput vert(VertexInput v)
- {
- VertexOutput o = (VertexOutput)0;
-
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11897 = fixedUV475;
- float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11900 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- float temp_output_8_0_g11900 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11900);
- #else
- float2 staticSwitch4_g11900 = temp_output_2_0_g11900;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11901 = temp_output_8_0_g11900;
- float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11901 * _VibrateRotation));
- float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900);
- #else
- float2 staticSwitch6_g11900 = staticSwitch4_g11900;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11900 = staticSwitch6_g11900;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11900;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (v.positionOS).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- float linValue16_g11716 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale),
- 0, 0.0)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord4 = screenPos;
-
- o.ase_texcoord5 = float4(v.positionOS, 1);
- o.ase_color = v.color;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
- v.normal = v.normal;
- v.tangent.xyz = v.tangent.xyz;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
-
- o.positionCS = vertexInput.positionCS;
- o.positionWS = vertexInput.positionWS;
- o.texCoord0 = v.uv0;
- o.color = v.color;
- o.screenPosition = vertexInput.positionNDC;
- return o;
- }
-
- half4 frag(VertexOutput IN) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float4 positionCS = IN.positionCS;
- float3 positionWS = IN.positionWS;
-
- float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord4;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11665 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11666 = _WindMinIntensity;
- #else
- float staticSwitch117_g11666 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11666 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11666 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11666 = _WindXPosition;
- #else
- float staticSwitch111_g11666 = transform62_g11666.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11666 = _WindNoiseScale;
- #else
- float staticSwitch113_g11666 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11666 = WindTime;
- #endif
- float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) +
- staticSwitch125_g11666);
- float x101_g11666 = temp_output_50_0_g11666;
- float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666);
- float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
- float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11666 = simplePerlin2D121_g11666;
- #else
- float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5);
- #endif
- float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666,
- staticSwitch123_g11666);
- float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
- float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip);
- float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11666 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11666)));
- float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666,
- float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1),
- (clampResult29_g11666 * temp_output_39_0_g11666));
- float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
- #else
- float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
- #endif
- float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (IN.ase_texcoord5.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11667 = shaderPosition235;
- float linValue16_g11668 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668);
- float linValue16_g11669 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11667 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669);
- float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5),
- (localMyCustomExpression16_g11669 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11665;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11670 = shaderPosition235;
- float linValue16_g11672 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale))
- .r;
- float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672);
- float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion,
- 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11672 - 0.5)
- * 2.0 *
- _DirectionalDistortionRandomDirection)
- * PI));
- float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11670 = rotatedValue136_g11670;
- float linValue16_g11671 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671);
- float clampResult154_g11670 = clamp(
- ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11675 = unity_OrthoParams.y;
- float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 *
- 0.2)) + positionWS.y) / temp_output_81_0_g11675);
- float2 temp_cast_4 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678);
- float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11675 = (float2(
- (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11673 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11673;
- float linValue16_g11718 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237))
- * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11673 + (_GlitchMaskSpeed *
- shaderTime237))
- * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11719 = staticSwitch62;
- float2 temp_output_26_0_g11719 = shaderPosition235;
- float temp_output_25_0_g11719 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729);
- float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #else
- float staticSwitch29_g11726 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 /
- appendResult2_g11728) * staticSwitch29_g11726));
- #else
- float2 staticSwitch5_g11719 = temp_output_1_0_g11719;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11725 = staticSwitch5_g11719;
- float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11719 = staticSwitch5_g11719;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * PI) * _SineRotateFade));
- float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy;
- #else
- float2 staticSwitch9_g11719 = staticSwitch7_g11719;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11719 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy;
- #else
- float2 staticSwitch16_g11719 = staticSwitch9_g11719;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719);
- #else
- float2 staticSwitch14_g11719 = staticSwitch16_g11719;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11721 = clamp(
- (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) /
- MultFactor30_g11721), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11719 = clampResult46_g11721;
- #else
- float2 staticSwitch4_g11719 = staticSwitch14_g11719;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11719 = staticSwitch4_g11719;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch24_g11719;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11730 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y);
- #else
- float staticSwitch18_g11730 = temp_output_7_0_g11730;
- #endif
- float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0));
- float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730);
- #else
- float2 staticSwitch13_g11730 = temp_output_1_0_g11730;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11730;
- float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11731 = staticSwitch485;
- float2 break11_g11731 = float2(0, 0);
- float2 break10_g11731 = float2(1, 1);
- float2 break9_g11731 = spriteRectMin376;
- float2 break8_g11731 = spriteRectMax377;
- float2 appendResult15_g11731 = (float2(
- (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (
- break10_g11731.x - break11_g11731.x)),
- (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (
- break10_g11731.y - break11_g11731.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11733 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11734 = _MainTex;
- float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
- float2 uvs3_g11734 = temp_output_1_0_g11733;
- float4 localtexturePointSmooth3_g11734 = texturePointSmooth(
- tex3_g11734, textureTexelSize3_g11734, uvs3_g11734);
- float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
- #else
- float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11745 = temp_output_10_0_g11735;
- float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747);
- float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
- float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1)));
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
- float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745));
- float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746);
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float temp_output_2_0_g11736 = temp_output_10_0_g11735;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738);
- float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1)));
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737);
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float temp_output_2_0_g11742 = temp_output_10_0_g11735;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744);
- float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1)));
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743);
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11739 = temp_output_10_0_g11735;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741);
- float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1)));
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740);
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) +
- tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + (
- tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) +
- tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) +
- tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + (
- tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) +
- tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) +
- tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + (
- tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) +
- tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) +
- tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D(
- _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D(
- _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625);
- #else
- float4 staticSwitch3_g11733 = staticSwitch8_g11733;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
- float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748);
- float temp_output_2_0_g11749 = _SharpenOffset;
- float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751);
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
- float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749));
- float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750);
- float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
- float4 break22_g11748 = (tex2DNode4_g11748 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) +
- tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + (
- tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D(
- _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0);
- float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b,
- clampResult23_g11748));
- float4 staticSwitch12_g11733 = appendResult24_g11748;
- #else
- float4 staticSwitch12_g11733 = staticSwitch3_g11733;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11733;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11752 = temp_output_471_0;
- float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11752.a));
- float4 staticSwitch354 = appendResult8_g11752;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11753 = originalColor191;
- float4 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float2 temp_output_7_0_g11753 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11754 = temp_output_7_0_g11753;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11755 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755);
- float clampResult28_g11754 = clamp(
- (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11754) * _SmokeDarkEdge));
- float4 appendResult31_g11754 = (float4(lerpResult34_g11754,
- (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a)));
- float4 staticSwitch2_g11753 = appendResult31_g11754;
- #else
- float4 staticSwitch2_g11753 = temp_output_1_0_g11753;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11756 = staticSwitch2_g11753;
- float2 temp_output_57_0_g11756 = temp_output_7_0_g11753;
- float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756);
- float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757);
- float clampResult37_g11756 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb,
- (temp_output_1_0_g11756.a * pow(clampResult37_g11756,
- (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11753 = appendResult13_g11756;
- #else
- float4 staticSwitch3_g11753 = staticSwitch2_g11753;
- #endif
- float4 temp_output_1_0_g11758 = staticSwitch3_g11753;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11759 = temp_output_1_0_g11758;
- float2 appendResult4_g11759 = (float2(positionWS.x, positionWS.y));
- float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5);
- float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759),
- float2(0.5, 0.5));
- float4 appendResult42_g11759 = (float4(
- ((temp_output_1_0_g11759).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)),
- temp_output_1_0_g11759.a));
- float4 staticSwitch2_g11758 = appendResult42_g11759;
- #else
- float4 staticSwitch2_g11758 = temp_output_1_0_g11758;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11760 = finalUV146;
- float linValue16_g11761 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761);
- float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0));
- float temp_output_47_0_g11760 = max(_FlameRadius, 0.01);
- float clampResult70_g11760 = clamp(
- (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance(
- temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness);
- float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760,
- temp_output_63_0_g11760, clampResult70_g11760));
- float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758);
- #else
- float4 staticSwitch6_g11758 = staticSwitch2_g11758;
- #endif
- float4 temp_output_3_0_g11762 = staticSwitch6_g11758;
- float4 temp_output_1_0_g11794 = temp_output_3_0_g11762;
- float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0));
- float2 temp_output_1_0_g11762 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch81_g11794 = appendResult91_g11794;
- #endif
- float3 break82_g11794 = (staticSwitch81_g11794).xyz;
- float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001);
- float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + (
- _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z /
- temp_output_84_0_g11794) * _RecolorRGBBlueTint));
- float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b));
- float4 break2_g11795 = temp_output_1_0_g11794;
- float saferPower57_g11794 = abs(
- ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y +
- break2_g11795.z) / 6.0));
- float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb,
- (appendResult56_g11794 * pow(
- saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))),
- (staticSwitch81_g11794.w * _RecolorRGBFade));
- float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a));
- float4 staticSwitch43_g11762 = appendResult30_g11794;
- #else
- float4 staticSwitch43_g11762 = temp_output_3_0_g11762;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11792 = staticSwitch43_g11762;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch62_g11792 = temp_output_1_0_g11792;
- #endif
- float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb);
- float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.8333333)
- ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.6666667)
- ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11792 = ifLocalVar46_g11792;
- float4 ifLocalVar47_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.3333333)
- ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.1666667)
- ifLocalVar45_g11792 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11792 = ifLocalVar47_g11792;
- float4 ifLocalVar35_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.5)
- ifLocalVar35_g11792 = ifLocalVar44_g11792;
- else
- ifLocalVar35_g11792 = ifLocalVar45_g11792;
- float4 break55_g11792 = ifLocalVar35_g11792;
- float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b));
- float4 break2_g11793 = temp_output_1_0_g11792;
- float saferPower57_g11792 = abs(
- ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0));
- float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb,
- (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))),
- (hsvTorgb33_g11792.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a));
- float4 staticSwitch9_g11762 = appendResult30_g11792;
- #else
- float4 staticSwitch9_g11762 = staticSwitch43_g11762;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11766 = staticSwitch9_g11762;
- float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb;
- float3 In115_g11766 = temp_output_2_0_g11766;
- float3 From115_g11766 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 To115_g11766 = (pow(
- max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y +
- break2_g11767.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11766 = _ColorReplaceSmoothness;
- float Range115_g11766 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766(
- In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766);
- float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766,
- _ColorReplaceFade);
- float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a));
- float4 staticSwitch29_g11762 = appendResult4_g11766;
- #else
- float4 staticSwitch29_g11762 = staticSwitch9_g11762;
- #endif
- float4 temp_output_1_0_g11779 = staticSwitch29_g11762;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb;
- float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade);
- float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a));
- float4 staticSwitch4_g11779 = appendResult8_g11779;
- #else
- float4 staticSwitch4_g11779 = temp_output_1_0_g11779;
- #endif
- float4 temp_output_57_0_g11762 = staticSwitch4_g11779;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11802 = temp_output_57_0_g11762;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11802 = (float4(
- pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11802.a));
- float4 staticSwitch32_g11762 = appendResult4_g11802;
- #else
- float4 staticSwitch32_g11762 = temp_output_57_0_g11762;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11777 = staticSwitch32_g11762;
- float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness),
- temp_output_2_0_g11777.a));
- float4 staticSwitch33_g11762 = appendResult6_g11777;
- #else
- float4 staticSwitch33_g11762 = staticSwitch32_g11762;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11778 = staticSwitch33_g11762;
- float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb);
- float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y,
- hsvTorgb1_g11778.z));
- float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a));
- float4 staticSwitch36_g11762 = appendResult8_g11778;
- #else
- float4 staticSwitch36_g11762 = staticSwitch33_g11762;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11796 = staticSwitch36_g11762;
- float4 break2_g11797 = temp_output_1_0_g11796;
- float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y +
- break2_g11797.y + break2_g11797.z) / 6.0);
- float clampResult25_g11796 = clamp(
- ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11796);
- float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb,
- (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a));
- float4 staticSwitch30_g11762 = appendResult18_g11796;
- #else
- float4 staticSwitch30_g11762 = staticSwitch36_g11762;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11774 = staticSwitch30_g11762;
- float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb;
- float4 break12_g11774 = temp_output_1_0_g11774;
- float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774,
- (temp_output_4_0_g11774 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(
- max(break12_g11774.r, break12_g11774.g),
- break12_g11774.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade);
- float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a));
- float4 staticSwitch20_g11762 = appendResult11_g11774;
- #else
- float4 staticSwitch20_g11762 = staticSwitch30_g11762;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11788 = staticSwitch20_g11762;
- float4 break2_g11790 = temp_output_1_0_g11788;
- float2 temp_output_65_0_g11788 = shaderPosition235;
- float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789);
- float clampResult53_g11788 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + (
- localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11790.x + break2_g11790
- .x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z)
- / 6.0),
- 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11788));
- float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a));
- float4 staticSwitch17_g11762 = appendResult9_g11788;
- #else
- float4 staticSwitch17_g11762 = staticSwitch20_g11762;
- #endif
- float temp_output_39_0_g11762 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11780 = staticSwitch17_g11762;
- float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb);
- float3 hsvTorgb19_g11780 = HSVToRGB(float3(
- ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y,
- hsvTorgb15_g11780.z));
- float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch19_g11762 = appendResult6_g11780;
- #else
- float4 staticSwitch19_g11762 = staticSwitch17_g11762;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11784 = staticSwitch19_g11762;
- float4 break2_g11786 = temp_output_1_0_g11784;
- float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a));
- #else
- float staticSwitch33_g11784 = _AddHueFade;
- #endif
- float4 appendResult6_g11784 = (float4(
- ((hsvTorgb19_g11784 * pow(
- max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y +
- break2_g11786.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb),
- temp_output_1_0_g11784.a));
- float4 staticSwitch23_g11762 = appendResult6_g11784;
- #else
- float4 staticSwitch23_g11762 = staticSwitch19_g11762;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11781 = staticSwitch23_g11762;
- float4 break2_g11782 = temp_output_1_0_g11781;
- float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.
- a);
- #else
- float3 staticSwitch27_g11781 = temp_output_13_0_g11781;
- #endif
- float4 appendResult21_g11781 = (float4(
- ((temp_output_1_0_g11781).rgb + (pow(
- max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y +
- break2_g11782.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * (((
- sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11781.a));
- float4 staticSwitch28_g11762 = appendResult21_g11781;
- #else
- float4 staticSwitch28_g11762 = staticSwitch23_g11762;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11769 = staticSwitch28_g11762;
- float4 break2_g11770 = temp_output_1_0_g11769;
- float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y +
- break2_g11770.y + break2_g11770.z) / 6.0)).xxx;
- float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation);
- float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a));
- float4 staticSwitch38_g11762 = appendResult8_g11769;
- #else
- float4 staticSwitch38_g11762 = staticSwitch28_g11762;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11771 = staticSwitch38_g11762;
- float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11771 = temp_output_1_0_g11762;
- float temp_output_179_0_g11771 = temp_output_39_0_g11762;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed
- *
- temp_output_179_0_g11771)))).rgb *
- temp_output_82_0_g11771);
- #else
- float3 staticSwitch187_g11771 = temp_output_82_0_g11771;
- #endif
- float linValue16_g11773 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11771 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771);
- float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772);
- float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11771))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(0, 1)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((
- _InnerOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11771))).a)));
- float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771,
- temp_output_178_0_g11771);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a);
- #else
- float staticSwitch188_g11771 = temp_output_15_0_g11771.a;
- #endif
- float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771));
- float4 staticSwitch12_g11762 = appendResult177_g11771;
- #else
- float4 staticSwitch12_g11762 = staticSwitch38_g11762;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11799 = staticSwitch12_g11762;
- float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11799 = temp_output_1_0_g11762;
- float temp_output_186_0_g11799 = temp_output_39_0_g11762;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11799)))).rgb *
- temp_output_82_0_g11799);
- #else
- float3 staticSwitch199_g11799 = temp_output_82_0_g11799;
- #endif
- float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11799 = 1.0;
- #else
- float staticSwitch203_g11799 = temp_output_182_0_g11799;
- #endif
- float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799,
-staticSwitch203_g11799);
- float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float linValue16_g11800 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11799 *
- _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11799) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11799 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799);
- float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801);
- float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, -1)) * temp_output_25_0_g11799)))
- .a,
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(0, 1)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11799))).a) * 3.0),
- 1.0),
- _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799);
- #else
- float staticSwitch200_g11799 = lerpResult168_g11799;
- #endif
- float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799));
- float4 staticSwitch13_g11762 = appendResult174_g11799;
- #else
- float4 staticSwitch13_g11762 = staticSwitch12_g11762;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11776 = staticSwitch13_g11762;
- float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11776 = temp_output_1_0_g11762;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb *
- temp_output_82_0_g11776);
- #else
- float3 staticSwitch199_g11776 = temp_output_82_0_g11776;
- #endif
- float temp_output_213_0_g11776 = (_PixelOutlineFade * step(
- temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min(
- (temp_output_213_0_g11776 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11776 = 1.0;
- #else
- float staticSwitch203_g11776 = temp_output_182_0_g11776;
- #endif
- float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776);
- float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(
- 0, -1)) *
- temp_output_209_0_g11776))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((
- _PixelOutlineWidth * float2(0, 1)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth *
- float2(-1, 0))
- * temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11776))).a) * 3.0), 1.0),
- temp_output_213_0_g11776);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776);
- #else
- float staticSwitch200_g11776 = lerpResult168_g11776;
- #endif
- float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776));
- float4 staticSwitch48_g11762 = appendResult174_g11776;
- #else
- float4 staticSwitch48_g11762 = staticSwitch13_g11762;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) /
- 2.0));
- float4 temp_output_5_0_g11763 = staticSwitch48_g11762;
- float4 break2_g11764 = temp_output_5_0_g11763;
- float4 appendResult12_g11763 = (float4(
- ((lerpResult15_g11763 * _PingPongGlowFade * pow(
- max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y +
- break2_g11764.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb),
- temp_output_5_0_g11763.a));
- float4 staticSwitch46_g11762 = appendResult12_g11763;
- #else
- float4 staticSwitch46_g11762 = staticSwitch48_g11762;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11762;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11804 = temp_output_361_0;
- float4 break2_g11805 = temp_output_1_0_g11804;
- float temp_output_44_0_g11804 = unity_OrthoParams.y;
- float4 appendResult22_g11804 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.
- y + break2_g11805.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + positionWS.y) /
- temp_output_44_0_g11804)
- * _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11804.a)));
- float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11804;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11807 = staticSwitch56;
- float4 break2_g11809 = temp_output_1_0_g11807;
- float temp_output_34_0_g11807 = shaderTime237;
- float linValue16_g11808 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed *
- temp_output_34_0_g11807)) * _GlitchNoiseScale)).
- r;
- float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808);
- float3 hsvTorgb3_g11810 = HSVToRGB(float3(
- (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (((break2_g11809.x + break2_g11809.x +
- break2_g11809.y + break2_g11809.y +
- break2_g11809.y +
- break2_g11809.z) / 6.0) * _GlitchBrightness *
- hsvTorgb3_g11810), glitchFade152);
- float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch57 = appendResult27_g11807;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11811 = staticSwitch57;
- float4 temp_output_1_0_g11841 = temp_output_3_0_g11811;
- float2 temp_output_41_0_g11811 = shaderPosition235;
- float2 temp_output_99_0_g11841 = temp_output_41_0_g11811;
- float temp_output_40_0_g11811 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
-(((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11841);
- #else
- float2 staticSwitch101_g11841 = temp_output_99_0_g11841;
- #endif
- float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843);
- float clampResult52_g11841 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841),
- clampResult52_g11841);
- float linValue16_g11845 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11841 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845);
- float clampResult65_g11841 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841),
- clampResult65_g11841);
- float4 break2_g11844 = temp_output_1_0_g11841;
- float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb,
- ((lerpResult68_g11841).rgb * pow(
- max(((break2_g11844.x + break2_g11844.x + break2_g11844.y +
- break2_g11844.y + break2_g11844.
- y + break2_g11844.z) / 6.0), 0.0001),
- max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a));
- float4 staticSwitch26_g11811 = appendResult7_g11841;
- #else
- float4 staticSwitch26_g11811 = temp_output_3_0_g11811;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11834 = staticSwitch26_g11811;
- float temp_output_59_0_g11834 = temp_output_40_0_g11811;
- float2 temp_output_58_0_g11834 = temp_output_41_0_g11811;
- float linValue16_g11835 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11834) *
- _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835);
- float linValue16_g11837 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11834 *
- _MetalNoiseSpeed) + temp_output_58_0_g11834)) *
- _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837);
- float4 break2_g11836 = temp_output_1_0_g11834;
- float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y +
- break2_g11836.y + break2_g11836.z) / 6.0);
- float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a));
- #else
- float staticSwitch60_g11834 = _MetalFade;
- #endif
- float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11834);
- float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a));
- float4 staticSwitch28_g11811 = appendResult8_g11834;
- #else
- float4 staticSwitch28_g11811 = staticSwitch26_g11811;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11826 = staticSwitch28_g11811;
- float4 break2_g11827 = temp_output_1_0_g11826;
- float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y +
- break2_g11827.y + break2_g11827.z) / 6.0);
- float2 temp_output_72_0_g11826 = temp_output_41_0_g11811;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float temp_output_73_0_g11826 = temp_output_40_0_g11811;
- float linValue16_g11830 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830);
- float linValue16_g11831 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11830 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11826)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831);
- float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb,
- ((pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11828),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a));
- float4 staticSwitch29_g11811 = appendResult26_g11826;
- #else
- float4 staticSwitch29_g11811 = staticSwitch28_g11811;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11820 = staticSwitch29_g11811;
- float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb;
- float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0);
- float2 temp_output_72_0_g11820 = temp_output_41_0_g11811;
- float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823);
- float linValue16_g11821 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11820) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821);
- float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0,
- 1.0);
- float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822);
- float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + (
- localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0);
- float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820,
- (pow(
- max(((break2_g11824.x + break2_g11824.x + break2_g11824.y +
- break2_g11824.y + break2_g11824.y + break2_g11824.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11820) + (_BurnInsideColor).rgb)),
- clampResult18_g11820);
- float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820,
- (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step(
- 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a));
- float4 staticSwitch32_g11811 = appendResult43_g11820;
- #else
- float4 staticSwitch32_g11811 = staticSwitch29_g11811;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11816 = temp_output_41_0_g11811;
- float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817);
- float3 hsvTorgb3_g11819 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819);
- float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation,
- (hsvTorgb36_g11816.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11816 = staticSwitch32_g11811;
- float4 break2_g11818 = temp_output_1_0_g11816;
- float saferPower24_g11816 = abs(
- ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y +
- break2_g11818.z) / 6.0));
- float4 appendResult29_g11816 = (float4(
- ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a));
- float4 staticSwitch34_g11811 = appendResult29_g11816;
- #else
- float4 staticSwitch34_g11811 = staticSwitch32_g11811;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11812 = staticSwitch34_g11811;
- float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb;
- float4 break2_g11814 = temp_output_1_0_g11812;
- float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y +
- break2_g11814.y + break2_g11814.z) / 6.0)).xxx;
- float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11811),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11812 = clamp(
- (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a));
- #else
- float staticSwitch98_g11812 = _ShineFade;
- #endif
- float4 appendResult8_g11812 = (float4(
- (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 *
- staticSwitch98_g11812)), (temp_output_1_0_g11812).a));
- float4 staticSwitch36_g11811 = appendResult8_g11812;
- #else
- float4 staticSwitch36_g11811 = staticSwitch34_g11811;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11847 = temp_output_40_0_g11811;
- float linValue16_g11849 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11811) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849);
- float3 temp_output_24_0_g11847 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11847 = staticSwitch36_g11811;
- float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
- float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0);
- float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847,
- (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x +
- break2_g11848.y + break2_g11848.y + break2_g11848.y +
- break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11847 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847),
- temp_output_1_0_g11847.a));
- float4 staticSwitch39_g11811 = appendResult27_g11847;
- #else
- float4 staticSwitch39_g11811 = staticSwitch36_g11811;
- #endif
- float4 temp_output_10_0_g11851 = staticSwitch39_g11811;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb;
- float2 temp_output_2_0_g11851 = temp_output_41_0_g11811;
- float temp_output_1_0_g11851 = temp_output_40_0_g11811;
- float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed);
- float linValue16_g11854 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float linValue16_g11852 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852);
- float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852);
- float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5);
- float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11851);
- float3 hsvTorgb53_g11851 = HSVToRGB(float3(
- ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11851 = hsvTorgb53_g11851;
- #else
- float3 staticSwitch50_g11851 = lerpResult42_g11851;
- #endif
- float4 break2_g11853 = temp_output_10_0_g11851;
- float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow(
- max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y +
- break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851,
- temp_output_45_0_g11851);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11851 = lerpResult44_g11851;
- #else
- float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 *
- temp_output_45_0_g11851));
- #endif
- float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a));
- float4 staticSwitch11_g11851 = appendResult19_g11851;
- #else
- float4 staticSwitch11_g11851 = temp_output_10_0_g11851;
- #endif
- float4 temp_output_1_0_g11856 = staticSwitch11_g11851;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11856 = temp_output_1_0_g11856;
- float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b));
- float4 break2_g11857 = temp_output_1_0_g11856;
- float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y +
- break2_g11857.y + break2_g11857.z) / 6.0);
- float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11856 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11856 = hsvTorgb12_g11856;
- #else
- float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11856 = lerp(appendResult32_g11856,
- (staticSwitch26_g11856 * pow(
- max(temp_output_4_0_g11856, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a));
- float4 staticSwitch33_g11856 = appendResult6_g11856;
- #else
- float4 staticSwitch33_g11856 = temp_output_1_0_g11856;
- #endif
- float4 temp_output_5_0_g11863 = staticSwitch33_g11856;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11863 = temp_output_5_0_g11863;
- float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b));
- float temp_output_27_0_g11863 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11863));
- #else
- float2 staticSwitch73_g11863 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11863);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11864 = _TextureLayer1Columns;
- int Height10_g11864 = _TextureLayer1Rows;
- float Tile10_g11864 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame));
- float2 Invert10_g11864 = float2(0, 1);
- float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864(
- UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864;
- #else
- float2 staticSwitch20_g11863 = temp_output_72_0_g11863;
- #endif
- float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863);
- float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b));
- float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863);
- float4 break2_g11865 = temp_output_5_0_g11863;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11863 = (pow(
- max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y +
- break2_g11865.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863);
- #else
- float3 staticSwitch80_g11863 = temp_output_16_0_g11863;
- #endif
- float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863,
- (tex2DNode3_g11863.a * _TextureLayer1Fade));
- float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a));
- float4 staticSwitch15_g11863 = appendResult14_g11863;
- #else
- float4 staticSwitch15_g11863 = temp_output_5_0_g11863;
- #endif
- float4 temp_output_5_0_g11859 = staticSwitch15_g11863;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11859 = temp_output_5_0_g11859;
- float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b));
- float temp_output_27_0_g11859 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11859));
- #else
- float2 staticSwitch73_g11859 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11859);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11860 = _TextureLayer2Columns;
- int Height10_g11860 = _TextureLayer2Rows;
- float Tile10_g11860 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame));
- float2 Invert10_g11860 = float2(0, 1);
- float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860(
- UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860;
- #else
- float2 staticSwitch20_g11859 = temp_output_72_0_g11859;
- #endif
- float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859);
- float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b));
- float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859);
- float4 break2_g11861 = temp_output_5_0_g11859;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11859 = (pow(
- max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y +
- break2_g11861.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859);
- #else
- float3 staticSwitch84_g11859 = temp_output_16_0_g11859;
- #endif
- float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859,
- (tex2DNode3_g11859.a * _TextureLayer2Fade));
- float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a));
- float4 staticSwitch15_g11859 = appendResult14_g11859;
- #else
- float4 staticSwitch15_g11859 = temp_output_5_0_g11859;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11859;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11867 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b,
- (break4_g11867.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11867;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11868 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11670))
- : (clampResult154_g11670));
- float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b,
- (break4_g11868.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11868;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11869 = staticSwitch75;
- float4 temp_output_1_0_g11870 = temp_output_1_0_g11869;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11869 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11871 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871);
- float clampResult17_g11870 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) /
- temp_output_53_0_g11870), 0.0, 1.0);
- float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb,
- (temp_output_1_0_g11870.a * clampResult17_g11870)));
- float4 staticSwitch3_g11869 = appendResult3_g11870;
- #else
- float4 staticSwitch3_g11869 = temp_output_1_0_g11869;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11879 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879);
- float temp_output_5_0_g11878 = localMyCustomExpression16_g11879;
- float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade);
- float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11878 = staticSwitch3_g11869;
- float4 appendResult3_g11878 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step(
- temp_output_5_0_g11878,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + (
- temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878)));
- float4 staticSwitch5_g11869 = appendResult3_g11878;
- #else
- float4 staticSwitch5_g11869 = staticSwitch3_g11869;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11880 = staticSwitch5_g11869;
- float2 temp_output_76_0_g11880 = temp_output_18_0_g11869;
- float linValue16_g11881 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881);
- float clampResult17_g11880 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + (
- localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb,
- (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11880))
- : (clampResult17_g11880)))));
- float4 staticSwitch8_g11869 = appendResult3_g11880;
- #else
- float4 staticSwitch8_g11869 = staticSwitch5_g11869;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11876 = temp_output_18_0_g11869;
- float linValue16_g11877 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877);
- float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + (
- localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade);
- float temp_output_76_0_g11876 = step(temp_output_65_0_g11876,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11876 = staticSwitch8_g11869;
- float4 appendResult3_g11876 = (float4(
- ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11876).rgb),
- (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11876))
- : (temp_output_75_0_g11876)))));
- float4 staticSwitch9_g11869 = appendResult3_g11876;
- #else
- float4 staticSwitch9_g11869 = staticSwitch8_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11872 = staticSwitch9_g11869;
- float2 temp_output_161_0_g11872 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11872 = rotatedValue136_g11872;
- float linValue16_g11873 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873);
- float clampResult154_g11872 = clamp(
- ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb,
- (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11872))
- : (clampResult154_g11872)))));
- float4 staticSwitch11_g11869 = appendResult3_g11872;
- #else
- float4 staticSwitch11_g11869 = staticSwitch9_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11874 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11874 = rotatedValue136_g11874;
- float linValue16_g11875 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875);
- float temp_output_168_0_g11874 = max(
- ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874)));
- float4 temp_output_1_0_g11874 = staticSwitch11_g11869;
- float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0);
- float4 appendResult3_g11874 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb),
- (temp_output_1_0_g11874.a * clampResult154_g11874)));
- float4 staticSwitch15_g11869 = appendResult3_g11874;
- #else
- float4 staticSwitch15_g11869 = staticSwitch11_g11869;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11882 = staticSwitch15_g11869;
- float2 temp_output_126_0_g11882 = temp_output_18_0_g11869;
- float temp_output_121_0_g11882 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882));
- float temp_output_17_0_g11883 = length(
- ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11883));
- float clampResult17_g11882 = clamp(
- saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0);
- float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb,
- (temp_output_1_0_g11882.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11882))
- : (clampResult17_g11882)))));
- float4 staticSwitch13_g11869 = appendResult3_g11882;
- #else
- float4 staticSwitch13_g11869 = staticSwitch15_g11869;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11885 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885.
- a));
- #else
- float3 staticSwitch16_g11885 = temp_output_3_0_g11885;
- #endif
- float4 temp_output_1_0_g11885 = staticSwitch13_g11869;
- float4 break2_g11887 = temp_output_1_0_g11885;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow(
- max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y +
- break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11885 = staticSwitch16_g11885;
- #endif
- float4 appendResult6_g11885 = (float4(
- ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb),
- temp_output_1_0_g11885.a));
- float4 staticSwitch5_g11884 = appendResult6_g11885;
- #else
- float4 staticSwitch5_g11884 = staticSwitch13_g11869;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11888 = staticSwitch5_g11884;
- float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11888.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade));
- float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a));
- float4 staticSwitch11_g11884 = appendResult13_g11888;
- #else
- float4 staticSwitch11_g11884 = staticSwitch5_g11884;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11889 = staticSwitch11_g11884;
- float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889.
- a));
- #else
- float3 staticSwitch21_g11889 = temp_output_6_0_g11889;
- #endif
- float4 break2_g11891 = temp_output_1_0_g11889;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11889 = (pow(
- max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y +
- break2_g11891.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889);
- #else
- float3 staticSwitch22_g11889 = staticSwitch21_g11889;
- #endif
- float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade);
- float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a));
- float4 staticSwitch7_g11884 = appendResult9_g11889;
- #else
- float4 staticSwitch7_g11884 = staticSwitch11_g11884;
- #endif
- float4 temp_output_2_0_g11892 = staticSwitch7_g11884;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11894 = temp_output_2_0_g11892;
- float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b));
- float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11893) *
- _ShadowOffset))).a)));
- float4 break6_g11894 = appendResult85_g11892;
- float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b));
- float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a);
- float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894);
- float4 appendResult18_g11894 = (float4(
- (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * (
- 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894));
- float4 staticSwitch82_g11892 = appendResult18_g11894;
- #else
- float4 staticSwitch82_g11892 = temp_output_2_0_g11892;
- #endif
- float4 break4_g11895 = staticSwitch82_g11892;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11753 = 1.0;
- #else
- float staticSwitch8_g11753 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11753 = 1.0;
- #else
- float staticSwitch9_g11753 = staticSwitch8_g11753;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11753;
- float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b,
- (break4_g11895.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11895;
- float4 temp_output_1_0_g11898 = temp_output_344_0;
- float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11898.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11898;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11905 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11905 = (float4(
- ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a));
- float4 staticSwitch6_g11905 = appendResult2_g11905;
- #else
- float4 staticSwitch6_g11905 = temp_output_7_0_g11905;
- #endif
-
- float2 temp_output_8_0_g11904 = finalUV146;
-
- float3 unpack14_g11904 = UnpackNormalScale(tex2D(_NormalMap, temp_output_8_0_g11904), _NormalIntensity);
- unpack14_g11904.z = lerp(1, unpack14_g11904.z, saturate(_NormalIntensity));
-
- float4 Color = staticSwitch6_g11905;
- float4 Mask = (_MaskBrightness * tex2D(_MaskMap, temp_output_8_0_g11904));
- float3 Normal = unpack14_g11904;
-
- #if ETC1_EXTERNAL_ALPHA
- float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
- Color.a = lerp(Color.a, alpha.r, _EnableAlphaTexture);
- #endif
-
- SurfaceData2D surfaceData;
- InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
- InputData2D inputData;
- InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
- SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
- return CombinedShapeLightShared(surfaceData, inputData);
-
- Color *= IN.color;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
+ #define SHADERPASS SHADERPASS_SPRITELIT
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ //#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
+
+ //#if USE_SHAPE_LIGHT_TYPE_0
+ //SHAPE_LIGHT(0)
+ //#endif
+
+ //#if USE_SHAPE_LIGHT_TYPE_1
+ //SHAPE_LIGHT(1)
+ //#endif
+
+ //#if USE_SHAPE_LIGHT_TYPE_2
+ //SHAPE_LIGHT(2)
+ //#endif
+
+ //#if USE_SHAPE_LIGHT_TYPE_3
+ //SHAPE_LIGHT(3)
+ //#endif
+
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+ sampler2D _MaskMap;
+ sampler2D _NormalMap;
+
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPRedTint;
+ float4 _RecolorRGBYCPYellowTint;
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ float4 _RecolorRGBGreenTint;
+ float4 _RecolorRGBRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ float4 _MetalColor;
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowMask_ST;
+ float4 _SineGlowColor;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineTextureSpeed;
+ float2 _InnerOutlineNoiseSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ float2 _FrozenHighlightDistortionSpeed;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2ScrollSpeed;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ float _RainbowSaturation;
+ float _RainbowBrightness;
+ float _RainbowContrast;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ float _FrozenHighlightDensity;
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ int _TextureLayer2Columns;
+ int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
+ float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ float _ShineRotation;
+ float _ShineFrequency;
+ float _ShineSpeed;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedReduce;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ float _EnchantedRainbowSpeed;
+ float _EnchantedRainbowDensity;
+ float _EnchantedBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeSmoothness;
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFrequency;
+ #endif
+ float _MaskBrightness;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueContrast;
+ float _AddHueSaturation;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceRange;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameNoiseFactor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ float _InkSpreadContrast;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ #endif
+ float _NormalIntensity;
+
+
+
+ struct VertexInput
+ {
+ float3 positionOS : POSITION;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 uv0 : TEXCOORD0;
+ float4 color : COLOR;
+
+ UNITY_SKINNED_VERTEX_INPUTS
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct VertexOutput
+ {
+ float4 positionCS : SV_POSITION;
+ float4 texCoord0 : TEXCOORD0;
+ float4 color : TEXCOORD1;
+ float4 screenPosition : TEXCOORD2;
+ float3 positionWS : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #if ETC1_EXTERNAL_ALPHA
+ TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
+ float _EnableAlphaTexture;
+ #endif
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11757( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11755( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11666( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11668( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11669( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11672( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11762( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11763( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11815( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11799( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11862( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11864( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11858( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11850( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11844( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11879( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11898( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11906( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11908( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11904( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11900( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11902( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ VertexOutput vert( VertexInput v )
+ {
+ VertexOutput o = (VertexOutput)0;
+
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ UNITY_SKINNED_VERTEX_COMPUTE(v);
+
+ v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11923 = fixedUV475;
+ float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11926 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ float temp_output_8_0_g11926 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 );
+ #else
+ float2 staticSwitch4_g11926 = temp_output_2_0_g11926;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11927 = temp_output_8_0_g11926;
+ float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) );
+ float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 );
+ #else
+ float2 staticSwitch6_g11926 = staticSwitch4_g11926;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11926 = staticSwitch6_g11926;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11926;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (v.positionOS).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord4 = screenPos;
+
+ o.ase_texcoord5 = float4(v.positionOS,1);
+ o.ase_color = v.color;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.positionOS;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.positionOS = vertexValue;
+ #else
+ v.positionOS += vertexValue;
+ #endif
+ v.normal = v.normal;
+ v.tangent.xyz = v.tangent.xyz;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
+
+ o.positionCS = vertexInput.positionCS;
+ o.positionWS = vertexInput.positionWS;
+ o.texCoord0 = v.uv0;
+ o.color = v.color;
+ o.screenPosition = vertexInput.positionNDC;
+ return o;
+ }
+
+ half4 frag( VertexOutput IN ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
+
+ float4 positionCS = IN.positionCS;
+ float3 positionWS = IN.positionWS;
+
+ float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord4;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11665 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11666 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11666 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11666 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11666 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11666 = _WindXPosition;
+ #else
+ float staticSwitch111_g11666 = transform62_g11666.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11666 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11666 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11666 = WindTime;
+ #endif
+ float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 );
+ float x101_g11666 = temp_output_50_0_g11666;
+ float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 );
+ float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
+ float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11666 = simplePerlin2D121_g11666;
+ #else
+ float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 );
+ #endif
+ float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666);
+ float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
+ float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip );
+ float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 )));
+ float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) );
+ float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
+ #else
+ float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
+ #endif
+ float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (IN.ase_texcoord5.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11667 = shaderPosition235;
+ float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 );
+ float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
+ float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11665;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11670 = shaderPosition235;
+ float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
+ float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11670 = rotatedValue136_g11670;
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11760 = unity_OrthoParams.y;
+ float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + positionWS.y ) / temp_output_81_0_g11760 );
+ float2 temp_cast_4 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 );
+ float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 );
+ float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11761 = appendResult2_g11761;
+ #else
+ float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11673 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11673;
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11775 = staticSwitch62;
+ float2 temp_output_26_0_g11775 = shaderPosition235;
+ float temp_output_25_0_g11775 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785);
+ float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11784 = appendResult2_g11784;
+ #else
+ float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 );
+ #endif
+ float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) );
+ #else
+ float staticSwitch29_g11782 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) );
+ #else
+ float2 staticSwitch5_g11775 = temp_output_1_0_g11775;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11781 = staticSwitch5_g11775;
+ float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11775 = staticSwitch5_g11775;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy;
+ #else
+ float2 staticSwitch9_g11775 = staticSwitch7_g11775;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy;
+ #else
+ float2 staticSwitch16_g11775 = staticSwitch9_g11775;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 );
+ #else
+ float2 staticSwitch14_g11775 = staticSwitch16_g11775;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11775 = clampResult46_g11777;
+ #else
+ float2 staticSwitch4_g11775 = staticSwitch14_g11775;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11775 = staticSwitch4_g11775;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch24_g11775;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y );
+ #else
+ float staticSwitch18_g11786 = temp_output_7_0_g11786;
+ #endif
+ float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0));
+ float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 );
+ #else
+ float2 staticSwitch13_g11786 = temp_output_1_0_g11786;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11786;
+ float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11787 = staticSwitch485;
+ float2 break11_g11787 = float2( 0,0 );
+ float2 break10_g11787 = float2( 1,1 );
+ float2 break9_g11787 = spriteRectMin376;
+ float2 break8_g11787 = spriteRectMax377;
+ float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11733 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11734 = _MainTex;
+ float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
+ float2 uvs3_g11734 = temp_output_1_0_g11733;
+ float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 );
+ float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
+ #else
+ float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11745 = temp_output_10_0_g11735;
+ float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 );
+ float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
+ float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
+ float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745));
+ float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11735;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float temp_output_2_0_g11742 = temp_output_10_0_g11735;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11735;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11733 = staticSwitch8_g11733;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
+ float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 );
+ float temp_output_2_0_g11749 = _SharpenOffset;
+ float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
+ float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749));
+ float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 );
+ float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
+ float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 );
+ float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748));
+ float4 staticSwitch12_g11733 = appendResult24_g11748;
+ #else
+ float4 staticSwitch12_g11733 = staticSwitch3_g11733;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11733;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11752 = temp_output_471_0;
+ float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a));
+ float4 staticSwitch354 = appendResult8_g11752;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11766 = originalColor191;
+ float4 temp_output_1_0_g11767 = temp_output_1_0_g11766;
+ float2 temp_output_7_0_g11766 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11767 = temp_output_7_0_g11766;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a )));
+ float4 staticSwitch2_g11766 = appendResult31_g11767;
+ #else
+ float4 staticSwitch2_g11766 = temp_output_1_0_g11766;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11769 = staticSwitch2_g11766;
+ float2 temp_output_57_0_g11769 = temp_output_7_0_g11766;
+ float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 );
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ float clampResult37_g11769 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11766 = appendResult13_g11769;
+ #else
+ float4 staticSwitch3_g11766 = staticSwitch2_g11766;
+ #endif
+ float4 temp_output_1_0_g11771 = staticSwitch3_g11766;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11772 = temp_output_1_0_g11771;
+ float2 appendResult4_g11772 = (float2(positionWS.x , positionWS.y));
+ float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a));
+ float4 staticSwitch2_g11771 = appendResult42_g11772;
+ #else
+ float4 staticSwitch2_g11771 = temp_output_1_0_g11771;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11773 = finalUV146;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness );
+ float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773));
+ float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 );
+ #else
+ float4 staticSwitch6_g11771 = staticSwitch2_g11771;
+ #endif
+ float4 temp_output_3_0_g11788 = staticSwitch6_g11771;
+ float4 temp_output_1_0_g11820 = temp_output_3_0_g11788;
+ float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0));
+ float2 temp_output_1_0_g11788 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch81_g11820 = appendResult91_g11820;
+ #endif
+ float3 break82_g11820 = (staticSwitch81_g11820).xyz;
+ float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 );
+ float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b));
+ float4 break2_g11821 = temp_output_1_0_g11820;
+ float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) );
+ float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade ));
+ float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a));
+ float4 staticSwitch43_g11788 = appendResult30_g11820;
+ #else
+ float4 staticSwitch43_g11788 = temp_output_3_0_g11788;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11818 = staticSwitch43_g11788;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch62_g11818 = temp_output_1_0_g11818;
+ #endif
+ float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb );
+ float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.8333333 )
+ ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.6666667 )
+ ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11818 = ifLocalVar46_g11818;
+ float4 ifLocalVar47_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.3333333 )
+ ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.1666667 )
+ ifLocalVar45_g11818 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11818 = ifLocalVar47_g11818;
+ float4 ifLocalVar35_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.5 )
+ ifLocalVar35_g11818 = ifLocalVar44_g11818;
+ else
+ ifLocalVar35_g11818 = ifLocalVar45_g11818;
+ float4 break55_g11818 = ifLocalVar35_g11818;
+ float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b));
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) );
+ float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch9_g11788 = appendResult30_g11818;
+ #else
+ float4 staticSwitch9_g11788 = staticSwitch43_g11788;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11792 = staticSwitch9_g11788;
+ float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb;
+ float3 In115_g11792 = temp_output_2_0_g11792;
+ float3 From115_g11792 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11792 = _ColorReplaceSmoothness;
+ float Range115_g11792 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 );
+ float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade);
+ float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a));
+ float4 staticSwitch29_g11788 = appendResult4_g11792;
+ #else
+ float4 staticSwitch29_g11788 = staticSwitch9_g11788;
+ #endif
+ float4 temp_output_1_0_g11805 = staticSwitch29_g11788;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb;
+ float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade);
+ float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch4_g11805 = appendResult8_g11805;
+ #else
+ float4 staticSwitch4_g11805 = temp_output_1_0_g11805;
+ #endif
+ float4 temp_output_57_0_g11788 = staticSwitch4_g11805;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11828 = temp_output_57_0_g11788;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a));
+ float4 staticSwitch32_g11788 = appendResult4_g11828;
+ #else
+ float4 staticSwitch32_g11788 = temp_output_57_0_g11788;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11803 = staticSwitch32_g11788;
+ float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a));
+ float4 staticSwitch33_g11788 = appendResult6_g11803;
+ #else
+ float4 staticSwitch33_g11788 = staticSwitch32_g11788;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11804 = staticSwitch33_g11788;
+ float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb );
+ float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) );
+ float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a));
+ float4 staticSwitch36_g11788 = appendResult8_g11804;
+ #else
+ float4 staticSwitch36_g11788 = staticSwitch33_g11788;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11822 = staticSwitch36_g11788;
+ float4 break2_g11823 = temp_output_1_0_g11822;
+ float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 );
+ float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822);
+ float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a));
+ float4 staticSwitch30_g11788 = appendResult18_g11822;
+ #else
+ float4 staticSwitch30_g11788 = staticSwitch36_g11788;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11800 = staticSwitch30_g11788;
+ float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb;
+ float4 break12_g11800 = temp_output_1_0_g11800;
+ float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade);
+ float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a));
+ float4 staticSwitch20_g11788 = appendResult11_g11800;
+ #else
+ float4 staticSwitch20_g11788 = staticSwitch30_g11788;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11814 = staticSwitch20_g11788;
+ float4 break2_g11816 = temp_output_1_0_g11814;
+ float2 temp_output_65_0_g11814 = shaderPosition235;
+ float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 );
+ float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 ));
+ float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a));
+ float4 staticSwitch17_g11788 = appendResult9_g11814;
+ #else
+ float4 staticSwitch17_g11788 = staticSwitch20_g11788;
+ #endif
+ float temp_output_39_0_g11788 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11806 = staticSwitch17_g11788;
+ float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb );
+ float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) );
+ float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch19_g11788 = appendResult6_g11806;
+ #else
+ float4 staticSwitch19_g11788 = staticSwitch17_g11788;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11810 = staticSwitch19_g11788;
+ float4 break2_g11812 = temp_output_1_0_g11810;
+ float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) );
+ #else
+ float staticSwitch33_g11810 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a));
+ float4 staticSwitch23_g11788 = appendResult6_g11810;
+ #else
+ float4 staticSwitch23_g11788 = staticSwitch19_g11788;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11807 = staticSwitch23_g11788;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a );
+ #else
+ float3 staticSwitch27_g11807 = temp_output_13_0_g11807;
+ #endif
+ float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a));
+ float4 staticSwitch28_g11788 = appendResult21_g11807;
+ #else
+ float4 staticSwitch28_g11788 = staticSwitch23_g11788;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11795 = staticSwitch28_g11788;
+ float4 break2_g11796 = temp_output_1_0_g11795;
+ float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation);
+ float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a));
+ float4 staticSwitch38_g11788 = appendResult8_g11795;
+ #else
+ float4 staticSwitch38_g11788 = staticSwitch28_g11788;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11797 = staticSwitch38_g11788;
+ float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11797 = temp_output_1_0_g11788;
+ float temp_output_179_0_g11797 = temp_output_39_0_g11788;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 );
+ #else
+ float3 staticSwitch187_g11797 = temp_output_82_0_g11797;
+ #endif
+ float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11797 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11797 = staticSwitch9_g11798;
+ float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) );
+ float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a );
+ #else
+ float staticSwitch188_g11797 = temp_output_15_0_g11797.a;
+ #endif
+ float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797));
+ float4 staticSwitch12_g11788 = appendResult177_g11797;
+ #else
+ float4 staticSwitch12_g11788 = staticSwitch38_g11788;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11825 = staticSwitch12_g11788;
+ float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11825 = temp_output_1_0_g11788;
+ float temp_output_186_0_g11825 = temp_output_39_0_g11788;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 );
+ #else
+ float3 staticSwitch199_g11825 = temp_output_82_0_g11825;
+ #endif
+ float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11825 = 1.0;
+ #else
+ float staticSwitch203_g11825 = temp_output_182_0_g11825;
+ #endif
+ float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11825 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 );
+ float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11827 = appendResult2_g11827;
+ #else
+ float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 );
+ #endif
+ float2 temp_output_25_0_g11825 = staticSwitch9_g11827;
+ float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 );
+ #else
+ float staticSwitch200_g11825 = lerpResult168_g11825;
+ #endif
+ float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825));
+ float4 staticSwitch13_g11788 = appendResult174_g11825;
+ #else
+ float4 staticSwitch13_g11788 = staticSwitch12_g11788;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11802 = staticSwitch13_g11788;
+ float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11802 = temp_output_1_0_g11788;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 );
+ #else
+ float3 staticSwitch199_g11802 = temp_output_82_0_g11802;
+ #endif
+ float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11802 = 1.0;
+ #else
+ float staticSwitch203_g11802 = temp_output_182_0_g11802;
+ #endif
+ float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 );
+ float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 );
+ #else
+ float staticSwitch200_g11802 = lerpResult168_g11802;
+ #endif
+ float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802));
+ float4 staticSwitch48_g11788 = appendResult174_g11802;
+ #else
+ float4 staticSwitch48_g11788 = staticSwitch13_g11788;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11789 = staticSwitch48_g11788;
+ float4 break2_g11790 = temp_output_5_0_g11789;
+ float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a));
+ float4 staticSwitch46_g11788 = appendResult12_g11789;
+ #else
+ float4 staticSwitch46_g11788 = staticSwitch48_g11788;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11788;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11830 = temp_output_361_0;
+ float4 break2_g11831 = temp_output_1_0_g11830;
+ float temp_output_44_0_g11830 = unity_OrthoParams.y;
+ float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a )));
+ float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11830;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11833 = staticSwitch56;
+ float4 break2_g11835 = temp_output_1_0_g11833;
+ float temp_output_34_0_g11833 = shaderTime237;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152);
+ float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch57 = appendResult27_g11833;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11838 = staticSwitch57;
+ float4 temp_output_1_0_g11868 = temp_output_3_0_g11838;
+ float2 temp_output_41_0_g11838 = shaderPosition235;
+ float2 temp_output_99_0_g11868 = temp_output_41_0_g11838;
+ float temp_output_40_0_g11838 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 );
+ #else
+ float2 staticSwitch101_g11868 = temp_output_99_0_g11868;
+ #endif
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868);
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868);
+ float4 break2_g11871 = temp_output_1_0_g11868;
+ float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a));
+ float4 staticSwitch26_g11838 = appendResult7_g11868;
+ #else
+ float4 staticSwitch26_g11838 = temp_output_3_0_g11838;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11861 = staticSwitch26_g11838;
+ float temp_output_59_0_g11861 = temp_output_40_0_g11838;
+ float2 temp_output_58_0_g11861 = temp_output_41_0_g11838;
+ float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 );
+ float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 );
+ float4 break2_g11863 = temp_output_1_0_g11861;
+ float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 );
+ float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) );
+ #else
+ float staticSwitch60_g11861 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861);
+ float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a));
+ float4 staticSwitch28_g11838 = appendResult8_g11861;
+ #else
+ float4 staticSwitch28_g11838 = staticSwitch26_g11838;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11853 = staticSwitch28_g11838;
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float2 temp_output_72_0_g11853 = temp_output_41_0_g11838;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float temp_output_73_0_g11853 = temp_output_40_0_g11838;
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 );
+ float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a));
+ float4 staticSwitch29_g11838 = appendResult26_g11853;
+ #else
+ float4 staticSwitch29_g11838 = staticSwitch28_g11838;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11847 = staticSwitch29_g11838;
+ float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
+ float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 );
+ float2 temp_output_72_0_g11847 = temp_output_41_0_g11838;
+ float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 );
+ float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847);
+ float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a));
+ float4 staticSwitch32_g11838 = appendResult43_g11847;
+ #else
+ float4 staticSwitch32_g11838 = staticSwitch29_g11838;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11843 = temp_output_41_0_g11838;
+ float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 );
+ float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 );
+ float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11843 = staticSwitch32_g11838;
+ float4 break2_g11845 = temp_output_1_0_g11843;
+ float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) );
+ float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a));
+ float4 staticSwitch34_g11838 = appendResult29_g11843;
+ #else
+ float4 staticSwitch34_g11838 = staticSwitch32_g11838;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11839 = staticSwitch34_g11838;
+ float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb;
+ float4 break2_g11841 = temp_output_1_0_g11839;
+ float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) );
+ #else
+ float staticSwitch98_g11839 = _ShineFade;
+ #endif
+ float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a));
+ float4 staticSwitch36_g11838 = appendResult8_g11839;
+ #else
+ float4 staticSwitch36_g11838 = staticSwitch34_g11838;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11874 = temp_output_40_0_g11838;
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float3 temp_output_24_0_g11874 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11874 = staticSwitch36_g11838;
+ float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb;
+ float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 );
+ float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a));
+ float4 staticSwitch39_g11838 = appendResult27_g11874;
+ #else
+ float4 staticSwitch39_g11838 = staticSwitch36_g11838;
+ #endif
+ float4 temp_output_10_0_g11878 = staticSwitch39_g11838;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb;
+ float2 temp_output_2_0_g11878 = temp_output_41_0_g11838;
+ float temp_output_1_0_g11878 = temp_output_40_0_g11838;
+ float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed );
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 );
+ float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 );
+ float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 );
+ float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878);
+ float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11878 = hsvTorgb53_g11878;
+ #else
+ float3 staticSwitch50_g11878 = lerpResult42_g11878;
+ #endif
+ float4 break2_g11880 = temp_output_10_0_g11878;
+ float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11878 = lerpResult44_g11878;
+ #else
+ float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) );
+ #endif
+ float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a));
+ float4 staticSwitch11_g11878 = appendResult19_g11878;
+ #else
+ float4 staticSwitch11_g11878 = temp_output_10_0_g11878;
+ #endif
+ float4 temp_output_1_0_g11883 = staticSwitch11_g11878;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11883 = temp_output_1_0_g11883;
+ float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b));
+ float4 break2_g11884 = temp_output_1_0_g11883;
+ float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 );
+ float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11883 = hsvTorgb12_g11883;
+ #else
+ float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a));
+ float4 staticSwitch33_g11883 = appendResult6_g11883;
+ #else
+ float4 staticSwitch33_g11883 = temp_output_1_0_g11883;
+ #endif
+ float4 temp_output_5_0_g11890 = staticSwitch33_g11883;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11890 = temp_output_5_0_g11890;
+ float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b));
+ float temp_output_27_0_g11890 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) );
+ #else
+ float2 staticSwitch73_g11890 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11891 = _TextureLayer1Columns;
+ int Height10_g11891 = _TextureLayer1Rows;
+ float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11891 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891;
+ #else
+ float2 staticSwitch20_g11890 = temp_output_72_0_g11890;
+ #endif
+ float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 );
+ float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b));
+ float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 );
+ float4 break2_g11892 = temp_output_5_0_g11890;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 );
+ #else
+ float3 staticSwitch80_g11890 = temp_output_16_0_g11890;
+ #endif
+ float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a));
+ float4 staticSwitch15_g11890 = appendResult14_g11890;
+ #else
+ float4 staticSwitch15_g11890 = temp_output_5_0_g11890;
+ #endif
+ float4 temp_output_5_0_g11886 = staticSwitch15_g11890;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11886 = temp_output_5_0_g11886;
+ float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b));
+ float temp_output_27_0_g11886 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) );
+ #else
+ float2 staticSwitch73_g11886 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11887 = _TextureLayer2Columns;
+ int Height10_g11887 = _TextureLayer2Rows;
+ float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11887 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887;
+ #else
+ float2 staticSwitch20_g11886 = temp_output_72_0_g11886;
+ #endif
+ float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 );
+ float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b));
+ float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 );
+ float4 break2_g11888 = temp_output_5_0_g11886;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 );
+ #else
+ float3 staticSwitch84_g11886 = temp_output_16_0_g11886;
+ #endif
+ float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a));
+ float4 staticSwitch15_g11886 = appendResult14_g11886;
+ #else
+ float4 staticSwitch15_g11886 = temp_output_5_0_g11886;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11886;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11894 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11894;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11895 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 ));
+ float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11895;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch75;
+ float4 temp_output_1_0_g11897 = temp_output_1_0_g11896;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11896 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 );
+ float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 )));
+ float4 staticSwitch3_g11896 = appendResult3_g11897;
+ #else
+ float4 staticSwitch3_g11896 = temp_output_1_0_g11896;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 );
+ float temp_output_5_0_g11905 = localMyCustomExpression16_g11906;
+ float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11905 = staticSwitch3_g11896;
+ float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 )));
+ float4 staticSwitch5_g11896 = appendResult3_g11905;
+ #else
+ float4 staticSwitch5_g11896 = staticSwitch3_g11896;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11907 = staticSwitch5_g11896;
+ float2 temp_output_76_0_g11907 = temp_output_18_0_g11896;
+ float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 );
+ float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) )));
+ float4 staticSwitch8_g11896 = appendResult3_g11907;
+ #else
+ float4 staticSwitch8_g11896 = staticSwitch5_g11896;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11903 = temp_output_18_0_g11896;
+ float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 );
+ float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11903 = staticSwitch8_g11896;
+ float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) )));
+ float4 staticSwitch9_g11896 = appendResult3_g11903;
+ #else
+ float4 staticSwitch9_g11896 = staticSwitch8_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11899 = staticSwitch9_g11896;
+ float2 temp_output_161_0_g11899 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11899 = rotatedValue136_g11899;
+ float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 );
+ float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) )));
+ float4 staticSwitch11_g11896 = appendResult3_g11899;
+ #else
+ float4 staticSwitch11_g11896 = staticSwitch9_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11901 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11901 = rotatedValue136_g11901;
+ float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 );
+ float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) );
+ float4 temp_output_1_0_g11901 = staticSwitch11_g11896;
+ float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 );
+ float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 )));
+ float4 staticSwitch15_g11896 = appendResult3_g11901;
+ #else
+ float4 staticSwitch15_g11896 = staticSwitch11_g11896;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11909 = staticSwitch15_g11896;
+ float2 temp_output_126_0_g11909 = temp_output_18_0_g11896;
+ float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909));
+ float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) );
+ float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) )));
+ float4 staticSwitch13_g11896 = appendResult3_g11909;
+ #else
+ float4 staticSwitch13_g11896 = staticSwitch15_g11896;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11912 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) );
+ #else
+ float3 staticSwitch16_g11912 = temp_output_3_0_g11912;
+ #endif
+ float4 temp_output_1_0_g11912 = staticSwitch13_g11896;
+ float4 break2_g11914 = temp_output_1_0_g11912;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11912 = staticSwitch16_g11912;
+ #endif
+ float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a));
+ float4 staticSwitch5_g11911 = appendResult6_g11912;
+ #else
+ float4 staticSwitch5_g11911 = staticSwitch13_g11896;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11915 = staticSwitch5_g11911;
+ float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a));
+ float4 staticSwitch11_g11911 = appendResult13_g11915;
+ #else
+ float4 staticSwitch11_g11911 = staticSwitch5_g11911;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11916 = staticSwitch11_g11911;
+ float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) );
+ #else
+ float3 staticSwitch21_g11916 = temp_output_6_0_g11916;
+ #endif
+ float4 break2_g11918 = temp_output_1_0_g11916;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 );
+ #else
+ float3 staticSwitch22_g11916 = staticSwitch21_g11916;
+ #endif
+ float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade);
+ float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a));
+ float4 staticSwitch7_g11911 = appendResult9_g11916;
+ #else
+ float4 staticSwitch7_g11911 = staticSwitch11_g11911;
+ #endif
+ float4 temp_output_2_0_g11919 = staticSwitch7_g11911;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11921 = temp_output_2_0_g11919;
+ float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b));
+ float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11920 = appendResult2_g11920;
+ #else
+ float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 );
+ #endif
+ float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11921 = appendResult85_g11919;
+ float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b));
+ float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a );
+ float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 );
+ float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921));
+ float4 staticSwitch82_g11919 = appendResult18_g11921;
+ #else
+ float4 staticSwitch82_g11919 = temp_output_2_0_g11919;
+ #endif
+ float4 break4_g11922 = staticSwitch82_g11919;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11766 = 1.0;
+ #else
+ float staticSwitch8_g11766 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11766 = 1.0;
+ #else
+ float staticSwitch9_g11766 = staticSwitch8_g11766;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11766;
+ float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11922;
+ float4 temp_output_1_0_g11924 = temp_output_344_0;
+ float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11924.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11924;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11931 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a));
+ float4 staticSwitch6_g11931 = appendResult2_g11931;
+ #else
+ float4 staticSwitch6_g11931 = temp_output_7_0_g11931;
+ #endif
+
+ float2 temp_output_8_0_g11930 = finalUV146;
+
+ float3 unpack14_g11930 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11930 ), _NormalIntensity );
+ unpack14_g11930.z = lerp( 1, unpack14_g11930.z, saturate(_NormalIntensity) );
+
+ float4 Color = staticSwitch6_g11931;
+ float4 Mask = ( _MaskBrightness * tex2D( _MaskMap, temp_output_8_0_g11930 ) );
+ float3 Normal = unpack14_g11930;
+
+ #if ETC1_EXTERNAL_ALPHA
+ float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
+ Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture);
+ #endif
+
+ SurfaceData2D surfaceData;
+ InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
+ InputData2D inputData;
+ InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
+ SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
+ return CombinedShapeLightShared(surfaceData, inputData);
+
+ Color *= IN.color;
+ }
+
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
Name "Sprite Normal"
- Tags
- {
- "LightMode"="NormalsRendering"
- }
+ Tags { "LightMode"="NormalsRendering" }
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- Offset 0 , 0
- ColorMask RGBA
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+ HLSLPROGRAM
+
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- HLSLPROGRAM
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #pragma multi_compile_instancing
+ #pragma vertex vert
+ #pragma fragment frag
- #pragma vertex vert
- #pragma fragment frag
+ #pragma multi_compile _ SKINNED_SPRITE
- #pragma multi_compile _ SKINNED_SPRITE
-
- #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
@@ -4339,3781 +3823,3200 @@ staticSwitch203_g11799);
#define VARYINGS_NEED_TANGENT_WS
#define FEATURES_GRAPH_VERTEX
- #define SHADERPASS SHADERPASS_SPRITENORMAL
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
- sampler2D _NormalMap;
-
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPRedTint;
- float4 _RecolorRGBYCPYellowTint;
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPCyanTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPPurpleTint;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- float4 _RecolorRGBGreenTint;
- float4 _RecolorRGBRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- float4 _MetalColor;
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- float4 _CamouflageColorA;
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowMask_ST;
- float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnEdgeNoiseScale;
- float2 _BurnPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineTextureSpeed;
- float2 _InnerOutlineNoiseSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineNoiseScale;
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- float2 _FrozenHighlightDistortionSpeed;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Offset;
- float2 _TextureLayer2ScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
- float _RainbowSaturation;
- float _RainbowBrightness;
- float _RainbowContrast;
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- float _FrozenHighlightDensity;
- float _FrozenFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- int _TextureLayer2Columns;
- int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- float _SourceAlphaDissolveNoiseFactor;
- float _SourceAlphaDissolveFade;
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- float _ShineRotation;
- float _ShineFrequency;
- float _ShineSpeed;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedReduce;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
- float _EnchantedBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeSmoothness;
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFrequency;
- #endif
- float _MaskBrightness;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueContrast;
- float _AddHueSaturation;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceRange;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameRadius;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameNoiseFactor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- float _InkSpreadContrast;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintFade;
- float _BlackTintPower;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float _Brightness;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- #endif
- float _NormalIntensity;
-
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 color : COLOR;
-
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 texCoord0 : TEXCOORD0;
- float4 color : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float4 tangentWS : TEXCOORD3;
- float3 bitangentWS : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_texcoord7 : TEXCOORD7;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11716(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11714(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11666(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11668(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11669(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11672(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11678(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11718(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11755(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11757(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11761(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11789(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11773(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11808(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11845(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11835(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11837(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11830(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11831(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11823(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11821(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11822(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11817(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11852(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11871(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11879(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11881(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11877(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11873(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11875(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- VertexOutput vert(VertexInput v)
- {
- VertexOutput o = (VertexOutput)0;
-
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11897 = fixedUV475;
- float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11900 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- float temp_output_8_0_g11900 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11900);
- #else
- float2 staticSwitch4_g11900 = temp_output_2_0_g11900;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11901 = temp_output_8_0_g11900;
- float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11901 * _VibrateRotation));
- float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900);
- #else
- float2 staticSwitch6_g11900 = staticSwitch4_g11900;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11900 = staticSwitch6_g11900;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11900;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (v.positionOS).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- float linValue16_g11716 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2Dlod(_UberNoiseTexture,
- float4(
- (temp_output_27_0_g11713 *
- _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord5 = screenPos;
- o.ase_texcoord6.xyz = ase_positionWS;
-
- o.ase_texcoord7 = float4(v.positionOS, 1);
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord6.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
- v.normal = v.normal;
- v.tangent.xyz = v.tangent.xyz;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
-
- o.texCoord0 = v.uv0;
- o.color = v.color;
- o.positionCS = vertexInput.positionCS;
-
- float3 normalWS = TransformObjectToWorldNormal(v.normal);
- o.normalWS = -GetViewForwardDir();
- float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
- o.tangentWS = normalize(tangentWS);
- half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w;
- return o;
- }
-
- half4 frag(VertexOutput IN) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord5;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord6.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11665 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11666 = _WindMinIntensity;
- #else
- float staticSwitch117_g11666 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11666 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11666 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11666 = _WindXPosition;
- #else
- float staticSwitch111_g11666 = transform62_g11666.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11666 = _WindNoiseScale;
- #else
- float staticSwitch113_g11666 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11666 = WindTime;
- #endif
- float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) +
- staticSwitch125_g11666);
- float x101_g11666 = temp_output_50_0_g11666;
- float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666);
- float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
- float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11666 = simplePerlin2D121_g11666;
- #else
- float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5);
- #endif
- float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666,
- staticSwitch123_g11666);
- float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
- float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip);
- float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11666 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11666)));
- float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666,
- float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1),
- (clampResult29_g11666 * temp_output_39_0_g11666));
- float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
- #else
- float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
- #endif
- float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (IN.ase_texcoord7.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11667 = shaderPosition235;
- float linValue16_g11668 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668);
- float linValue16_g11669 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669);
- float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5),
- (localMyCustomExpression16_g11669 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11665;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11670 = shaderPosition235;
- float linValue16_g11672 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672);
- float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0),
- float3(0, 0, 1),
- (((localMyCustomExpression16_g11672 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11670 = rotatedValue136_g11670;
- float linValue16_g11671 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 *
- _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671);
- float clampResult154_g11670 = clamp(
- ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11675 = unity_OrthoParams.y;
- float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675);
- float2 temp_cast_4 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678);
- float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11675 = (float2(
- (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11673 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11673;
- float linValue16_g11718 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11719 = staticSwitch62;
- float2 temp_output_26_0_g11719 = shaderPosition235;
- float temp_output_25_0_g11719 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11719 + (_UVDistortSpeed *
- temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729);
- float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #else
- float staticSwitch29_g11726 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 /
- appendResult2_g11728) * staticSwitch29_g11726));
- #else
- float2 staticSwitch5_g11719 = temp_output_1_0_g11719;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11725 = staticSwitch5_g11719;
- float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11719 = staticSwitch5_g11719;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy;
- #else
- float2 staticSwitch9_g11719 = staticSwitch7_g11719;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11719 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy;
- #else
- float2 staticSwitch16_g11719 = staticSwitch9_g11719;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719);
- #else
- float2 staticSwitch14_g11719 = staticSwitch16_g11719;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11721 = clamp(
- (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) /
- MultFactor30_g11721), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11719 = clampResult46_g11721;
- #else
- float2 staticSwitch4_g11719 = staticSwitch14_g11719;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11719 = staticSwitch4_g11719;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch24_g11719;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11730 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y);
- #else
- float staticSwitch18_g11730 = temp_output_7_0_g11730;
- #endif
- float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0));
- float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730);
- #else
- float2 staticSwitch13_g11730 = temp_output_1_0_g11730;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11730;
- float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11731 = staticSwitch485;
- float2 break11_g11731 = float2(0, 0);
- float2 break10_g11731 = float2(1, 1);
- float2 break9_g11731 = spriteRectMin376;
- float2 break8_g11731 = spriteRectMax377;
- float2 appendResult15_g11731 = (float2(
- (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (
- break10_g11731.x - break11_g11731.x)),
- (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (
- break10_g11731.y - break11_g11731.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11733 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11734 = _MainTex;
- float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
- float2 uvs3_g11734 = temp_output_1_0_g11733;
- float4 localtexturePointSmooth3_g11734 = texturePointSmooth(
- tex3_g11734, textureTexelSize3_g11734, uvs3_g11734);
- float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
- #else
- float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11745 = temp_output_10_0_g11735;
- float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747);
- float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
- float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1)));
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
- float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745));
- float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746);
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float temp_output_2_0_g11736 = temp_output_10_0_g11735;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738);
- float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1)));
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737);
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float temp_output_2_0_g11742 = temp_output_10_0_g11735;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744);
- float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1)));
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743);
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11739 = temp_output_10_0_g11735;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741);
- float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1)));
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740);
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) +
- tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + (
- tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) +
- tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) +
- tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + (
- tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) +
- tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) +
- tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + (
- tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) +
- tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) +
- tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D(
- _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D(
- _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625);
- #else
- float4 staticSwitch3_g11733 = staticSwitch8_g11733;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
- float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748);
- float temp_output_2_0_g11749 = _SharpenOffset;
- float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751);
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
- float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749));
- float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750);
- float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
- float4 break22_g11748 = (tex2DNode4_g11748 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) +
- tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + (
- tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D(
- _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0);
- float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b,
- clampResult23_g11748));
- float4 staticSwitch12_g11733 = appendResult24_g11748;
- #else
- float4 staticSwitch12_g11733 = staticSwitch3_g11733;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11733;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11752 = temp_output_471_0;
- float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.color).rgb),
- temp_output_1_0_g11752.a));
- float4 staticSwitch354 = appendResult8_g11752;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11753 = originalColor191;
- float4 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float2 temp_output_7_0_g11753 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11754 = temp_output_7_0_g11753;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11755 = tex2D(_UberNoiseTexture,
- (((IN.color.r * (
- (_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11754) * temp_cast_15)).r;
- float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755);
- float clampResult28_g11754 = clamp(
- (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.color.a / 2.5) - distance(
- temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11754) * _SmokeDarkEdge));
- float4 appendResult31_g11754 = (float4(lerpResult34_g11754,
- (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a)));
- float4 staticSwitch2_g11753 = appendResult31_g11754;
- #else
- float4 staticSwitch2_g11753 = temp_output_1_0_g11753;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11756 = staticSwitch2_g11753;
- float2 temp_output_57_0_g11756 = temp_output_7_0_g11753;
- float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756);
- float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757);
- float clampResult37_g11756 = clamp(
- (((IN.color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb,
- (temp_output_1_0_g11756.a * pow(
- clampResult37_g11756,
- (_CustomFadeSmoothness / max(
- tex2DNode3_g11756.r,
- 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11753 = appendResult13_g11756;
- #else
- float4 staticSwitch3_g11753 = staticSwitch2_g11753;
- #endif
- float4 temp_output_1_0_g11758 = staticSwitch3_g11753;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11759 = temp_output_1_0_g11758;
- float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5);
- float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759),
- float2(0.5, 0.5));
- float4 appendResult42_g11759 = (float4(
- ((temp_output_1_0_g11759).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)),
- temp_output_1_0_g11759.a));
- float4 staticSwitch2_g11758 = appendResult42_g11759;
- #else
- float4 staticSwitch2_g11758 = temp_output_1_0_g11758;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11760 = finalUV146;
- float linValue16_g11761 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) *
- _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761);
- float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0));
- float temp_output_47_0_g11760 = max(_FlameRadius, 0.01);
- float clampResult70_g11760 = clamp(
- (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance(
- temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness);
- float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760,
- temp_output_63_0_g11760, clampResult70_g11760));
- float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758);
- #else
- float4 staticSwitch6_g11758 = staticSwitch2_g11758;
- #endif
- float4 temp_output_3_0_g11762 = staticSwitch6_g11758;
- float4 temp_output_1_0_g11794 = temp_output_3_0_g11762;
- float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0));
- float2 temp_output_1_0_g11762 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch81_g11794 = appendResult91_g11794;
- #endif
- float3 break82_g11794 = (staticSwitch81_g11794).xyz;
- float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001);
- float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + (
- _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z /
- temp_output_84_0_g11794) * _RecolorRGBBlueTint));
- float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b));
- float4 break2_g11795 = temp_output_1_0_g11794;
- float saferPower57_g11794 = abs(
- ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y +
- break2_g11795.z) / 6.0));
- float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb,
- (appendResult56_g11794 * pow(
- saferPower57_g11794,
- (max(break71_g11794.a, 0.01) * 2.0))),
- (staticSwitch81_g11794.w * _RecolorRGBFade));
- float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a));
- float4 staticSwitch43_g11762 = appendResult30_g11794;
- #else
- float4 staticSwitch43_g11762 = temp_output_3_0_g11762;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11792 = staticSwitch43_g11762;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch62_g11792 = temp_output_1_0_g11792;
- #endif
- float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb);
- float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.8333333)
- ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.6666667)
- ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11792 = ifLocalVar46_g11792;
- float4 ifLocalVar47_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.3333333)
- ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.1666667)
- ifLocalVar45_g11792 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11792 = ifLocalVar47_g11792;
- float4 ifLocalVar35_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.5)
- ifLocalVar35_g11792 = ifLocalVar44_g11792;
- else
- ifLocalVar35_g11792 = ifLocalVar45_g11792;
- float4 break55_g11792 = ifLocalVar35_g11792;
- float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b));
- float4 break2_g11793 = temp_output_1_0_g11792;
- float saferPower57_g11792 = abs(
- ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0));
- float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb,
- (appendResult56_g11792 * pow(
- saferPower57_g11792,
- max((break55_g11792.a * 2.0), 0.01))),
- (hsvTorgb33_g11792.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a));
- float4 staticSwitch9_g11762 = appendResult30_g11792;
- #else
- float4 staticSwitch9_g11762 = staticSwitch43_g11762;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11766 = staticSwitch9_g11762;
- float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb;
- float3 In115_g11766 = temp_output_2_0_g11766;
- float3 From115_g11766 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 To115_g11766 = (pow(
- max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y +
- break2_g11767.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11766 = _ColorReplaceSmoothness;
- float Range115_g11766 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766(
- In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766);
- float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766,
- _ColorReplaceFade);
- float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a));
- float4 staticSwitch29_g11762 = appendResult4_g11766;
- #else
- float4 staticSwitch29_g11762 = staticSwitch9_g11762;
- #endif
- float4 temp_output_1_0_g11779 = staticSwitch29_g11762;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb;
- float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade);
- float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a));
- float4 staticSwitch4_g11779 = appendResult8_g11779;
- #else
- float4 staticSwitch4_g11779 = temp_output_1_0_g11779;
- #endif
- float4 temp_output_57_0_g11762 = staticSwitch4_g11779;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11802 = temp_output_57_0_g11762;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11802 = (float4(
- pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11802.a));
- float4 staticSwitch32_g11762 = appendResult4_g11802;
- #else
- float4 staticSwitch32_g11762 = temp_output_57_0_g11762;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11777 = staticSwitch32_g11762;
- float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness),
- temp_output_2_0_g11777.a));
- float4 staticSwitch33_g11762 = appendResult6_g11777;
- #else
- float4 staticSwitch33_g11762 = staticSwitch32_g11762;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11778 = staticSwitch33_g11762;
- float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb);
- float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y,
- hsvTorgb1_g11778.z));
- float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a));
- float4 staticSwitch36_g11762 = appendResult8_g11778;
- #else
- float4 staticSwitch36_g11762 = staticSwitch33_g11762;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11796 = staticSwitch36_g11762;
- float4 break2_g11797 = temp_output_1_0_g11796;
- float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y +
- break2_g11797.y + break2_g11797.z) / 6.0);
- float clampResult25_g11796 = clamp(
- ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11796);
- float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb,
- (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a));
- float4 staticSwitch30_g11762 = appendResult18_g11796;
- #else
- float4 staticSwitch30_g11762 = staticSwitch36_g11762;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11774 = staticSwitch30_g11762;
- float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb;
- float4 break12_g11774 = temp_output_1_0_g11774;
- float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774,
- (temp_output_4_0_g11774 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade);
- float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a));
- float4 staticSwitch20_g11762 = appendResult11_g11774;
- #else
- float4 staticSwitch20_g11762 = staticSwitch30_g11762;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11788 = staticSwitch20_g11762;
- float4 break2_g11790 = temp_output_1_0_g11788;
- float2 temp_output_65_0_g11788 = shaderPosition235;
- float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789);
- float clampResult53_g11788 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + (
- localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11790.x + break2_g11790.x + break2_g11790.y +
- break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11788));
- float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a));
- float4 staticSwitch17_g11762 = appendResult9_g11788;
- #else
- float4 staticSwitch17_g11762 = staticSwitch20_g11762;
- #endif
- float temp_output_39_0_g11762 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11780 = staticSwitch17_g11762;
- float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb);
- float3 hsvTorgb19_g11780 = HSVToRGB(float3(
- ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y,
- hsvTorgb15_g11780.z));
- float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch19_g11762 = appendResult6_g11780;
- #else
- float4 staticSwitch19_g11762 = staticSwitch17_g11762;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11784 = staticSwitch19_g11762;
- float4 break2_g11786 = temp_output_1_0_g11784;
- float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a));
- #else
- float staticSwitch33_g11784 = _AddHueFade;
- #endif
- float4 appendResult6_g11784 = (float4(
- ((hsvTorgb19_g11784 * pow(
- max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y +
- break2_g11786.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb),
- temp_output_1_0_g11784.a));
- float4 staticSwitch23_g11762 = appendResult6_g11784;
- #else
- float4 staticSwitch23_g11762 = staticSwitch19_g11762;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11781 = staticSwitch23_g11762;
- float4 break2_g11782 = temp_output_1_0_g11781;
- float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.
- a);
- #else
- float3 staticSwitch27_g11781 = temp_output_13_0_g11781;
- #endif
- float4 appendResult21_g11781 = (float4(
- ((temp_output_1_0_g11781).rgb + (pow(
- max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y +
- break2_g11782.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * (((
- sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11781.a));
- float4 staticSwitch28_g11762 = appendResult21_g11781;
- #else
- float4 staticSwitch28_g11762 = staticSwitch23_g11762;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11769 = staticSwitch28_g11762;
- float4 break2_g11770 = temp_output_1_0_g11769;
- float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y +
- break2_g11770.y + break2_g11770.z) / 6.0)).xxx;
- float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation);
- float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a));
- float4 staticSwitch38_g11762 = appendResult8_g11769;
- #else
- float4 staticSwitch38_g11762 = staticSwitch28_g11762;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11771 = staticSwitch38_g11762;
- float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11771 = temp_output_1_0_g11762;
- float temp_output_179_0_g11771 = temp_output_39_0_g11762;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb *
- temp_output_82_0_g11771);
- #else
- float3 staticSwitch187_g11771 = temp_output_82_0_g11771;
- #endif
- float linValue16_g11773 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11771 *
- _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11771) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11771 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771);
- float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772);
- float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(0, -1)) * temp_output_25_0_g11771))).
- a,
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(
- 0, 1)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11771))).a)));
- float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771,
- temp_output_178_0_g11771);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a);
- #else
- float staticSwitch188_g11771 = temp_output_15_0_g11771.a;
- #endif
- float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771));
- float4 staticSwitch12_g11762 = appendResult177_g11771;
- #else
- float4 staticSwitch12_g11762 = staticSwitch38_g11762;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11799 = staticSwitch12_g11762;
- float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11799 = temp_output_1_0_g11762;
- float temp_output_186_0_g11799 = temp_output_39_0_g11762;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb
- * temp_output_82_0_g11799);
- #else
- float3 staticSwitch199_g11799 = temp_output_82_0_g11799;
- #endif
- float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11799 = 1.0;
- #else
- float staticSwitch203_g11799 = temp_output_182_0_g11799;
- #endif
- float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float linValue16_g11800 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11799 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799);
- float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801);
- float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a,
- min(
- (max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11799
- + (
- (
- _OuterOutlineWidth
- *
- float2(
- 0,
- -
- 1))
- *
- temp_output_25_0_g11799)))
- .a,
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11799
- + (
- (
- _OuterOutlineWidth
- *
- float2(
- 0,
- 1))
- *
- temp_output_25_0_g11799)))
- .a),
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11799
- + ((
- _OuterOutlineWidth
- *
- float2(
- -
- 1,
- 0))
- *
- temp_output_25_0_g11799)))
- .a),
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11799
- + ((
- _OuterOutlineWidth
- *
- float2(
- 1,
- 0))
- *
- temp_output_25_0_g11799)))
- .a),
- tex2D(
- _MainTex,
- (temp_output_131_0_g11799
- + ((
- _OuterOutlineWidth
- * float2(
- 0.705,
- 0.705))
- * temp_output_25_0_g11799)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799
- + ((
- _OuterOutlineWidth
- *
- float2(
- -0.705,
- 0.705)) *
- temp_output_25_0_g11799)))
- .
- a), tex2D(
- _MainTex,
- (temp_output_131_0_g11799
- +
- ((_OuterOutlineWidth
- *
- float2(
- 0.705,
- -0.705))
- * temp_output_25_0_g11799)))
- .a), tex2D(
- _MainTex,
- (temp_output_131_0_g11799 + (
- (
- _OuterOutlineWidth *
- float2(
- -0.705, -0.705))
- *
- temp_output_25_0_g11799)))
- .a) *
- 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799);
- #else
- float staticSwitch200_g11799 = lerpResult168_g11799;
- #endif
- float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799));
- float4 staticSwitch13_g11762 = appendResult174_g11799;
- #else
- float4 staticSwitch13_g11762 = staticSwitch12_g11762;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11776 = staticSwitch13_g11762;
- float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11776 = temp_output_1_0_g11762;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11762)))).
- rgb * temp_output_82_0_g11776);
- #else
- float3 staticSwitch199_g11776 = temp_output_82_0_g11776;
- #endif
- float temp_output_213_0_g11776 = (_PixelOutlineFade * step(
- temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min(
- (temp_output_213_0_g11776 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11776 = 1.0;
- #else
- float staticSwitch203_g11776 = temp_output_182_0_g11776;
- #endif
- float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776);
- float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((
- _PixelOutlineWidth *
- float2(0, -1)) *
- temp_output_209_0_g11776))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((
- _PixelOutlineWidth *
- float2(0, 1)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth
- * float2(-1, 0)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth *
- float2(1, 0)) * temp_output_209_0_g11776))).a)
- * 3.0), 1.0), temp_output_213_0_g11776);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776);
- #else
- float staticSwitch200_g11776 = lerpResult168_g11776;
- #endif
- float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776));
- float4 staticSwitch48_g11762 = appendResult174_g11776;
- #else
- float4 staticSwitch48_g11762 = staticSwitch13_g11762;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) /
- 2.0));
- float4 temp_output_5_0_g11763 = staticSwitch48_g11762;
- float4 break2_g11764 = temp_output_5_0_g11763;
- float4 appendResult12_g11763 = (float4(
- ((lerpResult15_g11763 * _PingPongGlowFade * pow(
- max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y +
- break2_g11764.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb),
- temp_output_5_0_g11763.a));
- float4 staticSwitch46_g11762 = appendResult12_g11763;
- #else
- float4 staticSwitch46_g11762 = staticSwitch48_g11762;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11762;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11804 = temp_output_361_0;
- float4 break2_g11805 = temp_output_1_0_g11804;
- float temp_output_44_0_g11804 = unity_OrthoParams.y;
- float4 appendResult22_g11804 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.
- y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) +
- ase_positionWS.y) / temp_output_44_0_g11804) * _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a)));
- float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11804;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11807 = staticSwitch56;
- float4 break2_g11809 = temp_output_1_0_g11807;
- float temp_output_34_0_g11807 = shaderTime237;
- float linValue16_g11808 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808);
- float3 hsvTorgb3_g11810 = HSVToRGB(float3(
- (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809
- .y + break2_g11809.y + break2_g11809.z) / 6.0) *
- _GlitchBrightness
- * hsvTorgb3_g11810), glitchFade152);
- float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch57 = appendResult27_g11807;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11811 = staticSwitch57;
- float4 temp_output_1_0_g11841 = temp_output_3_0_g11811;
- float2 temp_output_41_0_g11811 = shaderPosition235;
- float2 temp_output_99_0_g11841 = temp_output_41_0_g11811;
- float temp_output_40_0_g11811 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11841) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11841);
- #else
- float2 staticSwitch101_g11841 = temp_output_99_0_g11841;
- #endif
- float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843);
- float clampResult52_g11841 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841),
- clampResult52_g11841);
- float linValue16_g11845 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11841 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845);
- float clampResult65_g11841 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841),
- clampResult65_g11841);
- float4 break2_g11844 = temp_output_1_0_g11841;
- float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb,
- ((lerpResult68_g11841).rgb * pow(
- max(((break2_g11844.x + break2_g11844.x + break2_g11844.y +
- break2_g11844.y + break2_g11844.y + break2_g11844.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a));
- float4 staticSwitch26_g11811 = appendResult7_g11841;
- #else
- float4 staticSwitch26_g11811 = temp_output_3_0_g11811;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11834 = staticSwitch26_g11811;
- float temp_output_59_0_g11834 = temp_output_40_0_g11811;
- float2 temp_output_58_0_g11834 = temp_output_41_0_g11811;
- float linValue16_g11835 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835);
- float linValue16_g11837 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11834 * _MetalNoiseSpeed) +
- temp_output_58_0_g11834)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837);
- float4 break2_g11836 = temp_output_1_0_g11834;
- float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y +
- break2_g11836.y + break2_g11836.z) / 6.0);
- float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a));
- #else
- float staticSwitch60_g11834 = _MetalFade;
- #endif
- float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11834);
- float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a));
- float4 staticSwitch28_g11811 = appendResult8_g11834;
- #else
- float4 staticSwitch28_g11811 = staticSwitch26_g11811;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11826 = staticSwitch28_g11811;
- float4 break2_g11827 = temp_output_1_0_g11826;
- float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y +
- break2_g11827.y + break2_g11827.z) / 6.0);
- float2 temp_output_72_0_g11826 = temp_output_41_0_g11811;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float temp_output_73_0_g11826 = temp_output_40_0_g11811;
- float linValue16_g11830 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830);
- float linValue16_g11831 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11830 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11826)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831);
- float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb,
- ((pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11828),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a));
- float4 staticSwitch29_g11811 = appendResult26_g11826;
- #else
- float4 staticSwitch29_g11811 = staticSwitch28_g11811;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11820 = staticSwitch29_g11811;
- float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb;
- float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0);
- float2 temp_output_72_0_g11820 = temp_output_41_0_g11811;
- float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823);
- float linValue16_g11821 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11820) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821);
- float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0,
- 1.0);
- float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822);
- float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + (
- localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0);
- float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820,
- (pow(
- max(((break2_g11824.x + break2_g11824.x + break2_g11824.y +
- break2_g11824.y + break2_g11824.y + break2_g11824.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11820) + (_BurnInsideColor).rgb)),
- clampResult18_g11820);
- float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820,
- (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step(
- 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a));
- float4 staticSwitch32_g11811 = appendResult43_g11820;
- #else
- float4 staticSwitch32_g11811 = staticSwitch29_g11811;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11816 = temp_output_41_0_g11811;
- float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817);
- float3 hsvTorgb3_g11819 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819);
- float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation,
- (hsvTorgb36_g11816.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11816 = staticSwitch32_g11811;
- float4 break2_g11818 = temp_output_1_0_g11816;
- float saferPower24_g11816 = abs(
- ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y +
- break2_g11818.z) / 6.0));
- float4 appendResult29_g11816 = (float4(
- ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a));
- float4 staticSwitch34_g11811 = appendResult29_g11816;
- #else
- float4 staticSwitch34_g11811 = staticSwitch32_g11811;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11812 = staticSwitch34_g11811;
- float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb;
- float4 break2_g11814 = temp_output_1_0_g11812;
- float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y +
- break2_g11814.y + break2_g11814.z) / 6.0)).xxx;
- float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11811),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11812 = clamp(
- (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a));
- #else
- float staticSwitch98_g11812 = _ShineFade;
- #endif
- float4 appendResult8_g11812 = (float4(
- (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 *
- staticSwitch98_g11812)), (temp_output_1_0_g11812).a));
- float4 staticSwitch36_g11811 = appendResult8_g11812;
- #else
- float4 staticSwitch36_g11811 = staticSwitch34_g11811;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11847 = temp_output_40_0_g11811;
- float linValue16_g11849 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11811) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849);
- float3 temp_output_24_0_g11847 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11847 = staticSwitch36_g11811;
- float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
- float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0);
- float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847,
- (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x +
- break2_g11848.y + break2_g11848.y + break2_g11848.y +
- break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11847 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847),
- temp_output_1_0_g11847.a));
- float4 staticSwitch39_g11811 = appendResult27_g11847;
- #else
- float4 staticSwitch39_g11811 = staticSwitch36_g11811;
- #endif
- float4 temp_output_10_0_g11851 = staticSwitch39_g11811;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb;
- float2 temp_output_2_0_g11851 = temp_output_41_0_g11811;
- float temp_output_1_0_g11851 = temp_output_40_0_g11811;
- float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed);
- float linValue16_g11854 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float linValue16_g11852 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852);
- float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852);
- float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5);
- float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11851);
- float3 hsvTorgb53_g11851 = HSVToRGB(float3(
- ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11851 = hsvTorgb53_g11851;
- #else
- float3 staticSwitch50_g11851 = lerpResult42_g11851;
- #endif
- float4 break2_g11853 = temp_output_10_0_g11851;
- float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow(
- max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y +
- break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851,
- temp_output_45_0_g11851);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11851 = lerpResult44_g11851;
- #else
- float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 *
- temp_output_45_0_g11851));
- #endif
- float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a));
- float4 staticSwitch11_g11851 = appendResult19_g11851;
- #else
- float4 staticSwitch11_g11851 = temp_output_10_0_g11851;
- #endif
- float4 temp_output_1_0_g11856 = staticSwitch11_g11851;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11856 = temp_output_1_0_g11856;
- float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b));
- float4 break2_g11857 = temp_output_1_0_g11856;
- float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y +
- break2_g11857.y + break2_g11857.z) / 6.0);
- float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11856 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11856 = hsvTorgb12_g11856;
- #else
- float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11856 = lerp(appendResult32_g11856,
- (staticSwitch26_g11856 * pow(
- max(temp_output_4_0_g11856, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a));
- float4 staticSwitch33_g11856 = appendResult6_g11856;
- #else
- float4 staticSwitch33_g11856 = temp_output_1_0_g11856;
- #endif
- float4 temp_output_5_0_g11863 = staticSwitch33_g11856;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11863 = temp_output_5_0_g11863;
- float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b));
- float temp_output_27_0_g11863 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11863));
- #else
- float2 staticSwitch73_g11863 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11863);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11864 = _TextureLayer1Columns;
- int Height10_g11864 = _TextureLayer1Rows;
- float Tile10_g11864 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame));
- float2 Invert10_g11864 = float2(0, 1);
- float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864(
- UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864;
- #else
- float2 staticSwitch20_g11863 = temp_output_72_0_g11863;
- #endif
- float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863);
- float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b));
- float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863);
- float4 break2_g11865 = temp_output_5_0_g11863;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11863 = (pow(
- max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y +
- break2_g11865.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863);
- #else
- float3 staticSwitch80_g11863 = temp_output_16_0_g11863;
- #endif
- float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863,
- (tex2DNode3_g11863.a * _TextureLayer1Fade));
- float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a));
- float4 staticSwitch15_g11863 = appendResult14_g11863;
- #else
- float4 staticSwitch15_g11863 = temp_output_5_0_g11863;
- #endif
- float4 temp_output_5_0_g11859 = staticSwitch15_g11863;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11859 = temp_output_5_0_g11859;
- float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b));
- float temp_output_27_0_g11859 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11859));
- #else
- float2 staticSwitch73_g11859 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11859);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11860 = _TextureLayer2Columns;
- int Height10_g11860 = _TextureLayer2Rows;
- float Tile10_g11860 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame));
- float2 Invert10_g11860 = float2(0, 1);
- float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860(
- UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860;
- #else
- float2 staticSwitch20_g11859 = temp_output_72_0_g11859;
- #endif
- float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859);
- float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b));
- float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859);
- float4 break2_g11861 = temp_output_5_0_g11859;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11859 = (pow(
- max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y +
- break2_g11861.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859);
- #else
- float3 staticSwitch84_g11859 = temp_output_16_0_g11859;
- #endif
- float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859,
- (tex2DNode3_g11859.a * _TextureLayer2Fade));
- float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a));
- float4 staticSwitch15_g11859 = appendResult14_g11859;
- #else
- float4 staticSwitch15_g11859 = temp_output_5_0_g11859;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11859;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11867 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b,
- (break4_g11867.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11867;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11868 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11670))
- : (clampResult154_g11670));
- float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b,
- (break4_g11868.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11868;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11869 = staticSwitch75;
- float4 temp_output_1_0_g11870 = temp_output_1_0_g11869;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11869 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11871 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871);
- float clampResult17_g11870 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) /
- temp_output_53_0_g11870), 0.0, 1.0);
- float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb,
- (temp_output_1_0_g11870.a * clampResult17_g11870)));
- float4 staticSwitch3_g11869 = appendResult3_g11870;
- #else
- float4 staticSwitch3_g11869 = temp_output_1_0_g11869;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11879 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879);
- float temp_output_5_0_g11878 = localMyCustomExpression16_g11879;
- float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade);
- float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11878 = staticSwitch3_g11869;
- float4 appendResult3_g11878 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step(
- temp_output_5_0_g11878,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + (
- temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878)));
- float4 staticSwitch5_g11869 = appendResult3_g11878;
- #else
- float4 staticSwitch5_g11869 = staticSwitch3_g11869;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11880 = staticSwitch5_g11869;
- float2 temp_output_76_0_g11880 = temp_output_18_0_g11869;
- float linValue16_g11881 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881);
- float clampResult17_g11880 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + (
- localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb,
- (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11880))
- : (clampResult17_g11880)))));
- float4 staticSwitch8_g11869 = appendResult3_g11880;
- #else
- float4 staticSwitch8_g11869 = staticSwitch5_g11869;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11876 = temp_output_18_0_g11869;
- float linValue16_g11877 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877);
- float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + (
- localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade);
- float temp_output_76_0_g11876 = step(temp_output_65_0_g11876,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11876 = staticSwitch8_g11869;
- float4 appendResult3_g11876 = (float4(
- ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11876).rgb),
- (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11876))
- : (temp_output_75_0_g11876)))));
- float4 staticSwitch9_g11869 = appendResult3_g11876;
- #else
- float4 staticSwitch9_g11869 = staticSwitch8_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11872 = staticSwitch9_g11869;
- float2 temp_output_161_0_g11872 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11872 = rotatedValue136_g11872;
- float linValue16_g11873 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873);
- float clampResult154_g11872 = clamp(
- ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb,
- (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11872))
- : (clampResult154_g11872)))));
- float4 staticSwitch11_g11869 = appendResult3_g11872;
- #else
- float4 staticSwitch11_g11869 = staticSwitch9_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11874 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11874 = rotatedValue136_g11874;
- float linValue16_g11875 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875);
- float temp_output_168_0_g11874 = max(
- ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874)));
- float4 temp_output_1_0_g11874 = staticSwitch11_g11869;
- float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0);
- float4 appendResult3_g11874 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb),
- (temp_output_1_0_g11874.a * clampResult154_g11874)));
- float4 staticSwitch15_g11869 = appendResult3_g11874;
- #else
- float4 staticSwitch15_g11869 = staticSwitch11_g11869;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11882 = staticSwitch15_g11869;
- float2 temp_output_126_0_g11882 = temp_output_18_0_g11869;
- float temp_output_121_0_g11882 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882));
- float temp_output_17_0_g11883 = length(
- ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11883));
- float clampResult17_g11882 = clamp(
- saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0);
- float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb,
- (temp_output_1_0_g11882.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11882))
- : (clampResult17_g11882)))));
- float4 staticSwitch13_g11869 = appendResult3_g11882;
- #else
- float4 staticSwitch13_g11869 = staticSwitch15_g11869;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11885 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885.
- a));
- #else
- float3 staticSwitch16_g11885 = temp_output_3_0_g11885;
- #endif
- float4 temp_output_1_0_g11885 = staticSwitch13_g11869;
- float4 break2_g11887 = temp_output_1_0_g11885;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow(
- max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y +
- break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11885 = staticSwitch16_g11885;
- #endif
- float4 appendResult6_g11885 = (float4(
- ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb),
- temp_output_1_0_g11885.a));
- float4 staticSwitch5_g11884 = appendResult6_g11885;
- #else
- float4 staticSwitch5_g11884 = staticSwitch13_g11869;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11888 = staticSwitch5_g11884;
- float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11888.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade));
- float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a));
- float4 staticSwitch11_g11884 = appendResult13_g11888;
- #else
- float4 staticSwitch11_g11884 = staticSwitch5_g11884;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11889 = staticSwitch11_g11884;
- float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889.
- a));
- #else
- float3 staticSwitch21_g11889 = temp_output_6_0_g11889;
- #endif
- float4 break2_g11891 = temp_output_1_0_g11889;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11889 = (pow(
- max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y +
- break2_g11891.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889);
- #else
- float3 staticSwitch22_g11889 = staticSwitch21_g11889;
- #endif
- float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade);
- float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a));
- float4 staticSwitch7_g11884 = appendResult9_g11889;
- #else
- float4 staticSwitch7_g11884 = staticSwitch11_g11884;
- #endif
- float4 temp_output_2_0_g11892 = staticSwitch7_g11884;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11894 = temp_output_2_0_g11892;
- float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b));
- float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11893) *
- _ShadowOffset))).a)));
- float4 break6_g11894 = appendResult85_g11892;
- float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b));
- float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a);
- float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894);
- float4 appendResult18_g11894 = (float4(
- (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * (
- 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894));
- float4 staticSwitch82_g11892 = appendResult18_g11894;
- #else
- float4 staticSwitch82_g11892 = temp_output_2_0_g11892;
- #endif
- float4 break4_g11895 = staticSwitch82_g11892;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11753 = 1.0;
- #else
- float staticSwitch8_g11753 = IN.color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11753 = 1.0;
- #else
- float staticSwitch9_g11753 = staticSwitch8_g11753;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11753;
- float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b,
- (break4_g11895.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11895;
- float4 temp_output_1_0_g11898 = temp_output_344_0;
- float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.color).rgb),
- temp_output_1_0_g11898.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11898;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11905 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11905 = (float4(
- ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a));
- float4 staticSwitch6_g11905 = appendResult2_g11905;
- #else
- float4 staticSwitch6_g11905 = temp_output_7_0_g11905;
- #endif
-
- float2 temp_output_8_0_g11904 = finalUV146;
- float3 unpack14_g11904 = UnpackNormalScale(tex2D(_NormalMap, temp_output_8_0_g11904), _NormalIntensity);
- unpack14_g11904.z = lerp(1, unpack14_g11904.z, saturate(_NormalIntensity));
-
- float4 Color = staticSwitch6_g11905;
- float3 Normal = unpack14_g11904;
-
- Color *= IN.color;
-
- return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
+ #define SHADERPASS SHADERPASS_SPRITENORMAL
+
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+ sampler2D _NormalMap;
+
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPRedTint;
+ float4 _RecolorRGBYCPYellowTint;
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ float4 _RecolorRGBGreenTint;
+ float4 _RecolorRGBRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ float4 _MetalColor;
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowMask_ST;
+ float4 _SineGlowColor;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineTextureSpeed;
+ float2 _InnerOutlineNoiseSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ float2 _FrozenHighlightDistortionSpeed;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2ScrollSpeed;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ float _RainbowSaturation;
+ float _RainbowBrightness;
+ float _RainbowContrast;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ float _FrozenHighlightDensity;
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ int _TextureLayer2Columns;
+ int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
+ float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ float _ShineRotation;
+ float _ShineFrequency;
+ float _ShineSpeed;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedReduce;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ float _EnchantedRainbowSpeed;
+ float _EnchantedRainbowDensity;
+ float _EnchantedBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeSmoothness;
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFrequency;
+ #endif
+ float _MaskBrightness;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueContrast;
+ float _AddHueSaturation;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceRange;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameNoiseFactor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ float _InkSpreadContrast;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ #endif
+ float _NormalIntensity;
+
+
+
+ struct VertexInput
+ {
+ float3 positionOS : POSITION;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 uv0 : TEXCOORD0;
+ float4 color : COLOR;
+
+ UNITY_SKINNED_VERTEX_INPUTS
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct VertexOutput
+ {
+ float4 positionCS : SV_POSITION;
+ float4 texCoord0 : TEXCOORD0;
+ float4 color : TEXCOORD1;
+ float3 normalWS : TEXCOORD2;
+ float4 tangentWS : TEXCOORD3;
+ float3 bitangentWS : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_texcoord6 : TEXCOORD6;
+ float4 ase_texcoord7 : TEXCOORD7;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11757( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11755( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11666( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11668( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11669( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11672( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11762( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11763( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11815( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11799( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11862( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11864( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11858( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11850( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11844( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11879( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11898( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11906( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11908( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11904( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11900( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11902( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ VertexOutput vert( VertexInput v )
+ {
+ VertexOutput o = (VertexOutput)0;
+
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ UNITY_SKINNED_VERTEX_COMPUTE(v);
+
+ v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11923 = fixedUV475;
+ float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11926 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ float temp_output_8_0_g11926 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 );
+ #else
+ float2 staticSwitch4_g11926 = temp_output_2_0_g11926;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11927 = temp_output_8_0_g11926;
+ float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) );
+ float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 );
+ #else
+ float2 staticSwitch6_g11926 = staticSwitch4_g11926;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11926 = staticSwitch6_g11926;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11926;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (v.positionOS).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord5 = screenPos;
+ o.ase_texcoord6.xyz = ase_positionWS;
+
+ o.ase_texcoord7 = float4(v.positionOS,1);
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord6.w = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.positionOS;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.positionOS = vertexValue;
+ #else
+ v.positionOS += vertexValue;
+ #endif
+ v.normal = v.normal;
+ v.tangent.xyz = v.tangent.xyz;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
+
+ o.texCoord0 = v.uv0;
+ o.color = v.color;
+ o.positionCS = vertexInput.positionCS;
+
+ float3 normalWS = TransformObjectToWorldNormal(v.normal);
+ o.normalWS = -GetViewForwardDir();
+ float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
+ o.tangentWS = normalize(tangentWS);
+ half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
+ o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w;
+ return o;
+ }
+
+ half4 frag( VertexOutput IN ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
+
+ float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord5;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord6.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11665 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11666 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11666 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11666 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11666 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11666 = _WindXPosition;
+ #else
+ float staticSwitch111_g11666 = transform62_g11666.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11666 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11666 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11666 = WindTime;
+ #endif
+ float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 );
+ float x101_g11666 = temp_output_50_0_g11666;
+ float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 );
+ float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
+ float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11666 = simplePerlin2D121_g11666;
+ #else
+ float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 );
+ #endif
+ float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666);
+ float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
+ float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip );
+ float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 )));
+ float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) );
+ float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
+ #else
+ float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
+ #endif
+ float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (IN.ase_texcoord7.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11667 = shaderPosition235;
+ float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 );
+ float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
+ float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11665;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11670 = shaderPosition235;
+ float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
+ float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11670 = rotatedValue136_g11670;
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11760 = unity_OrthoParams.y;
+ float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11760 );
+ float2 temp_cast_4 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 );
+ float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 );
+ float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11761 = appendResult2_g11761;
+ #else
+ float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11673 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11673;
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11775 = staticSwitch62;
+ float2 temp_output_26_0_g11775 = shaderPosition235;
+ float temp_output_25_0_g11775 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785);
+ float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11784 = appendResult2_g11784;
+ #else
+ float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 );
+ #endif
+ float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) );
+ #else
+ float staticSwitch29_g11782 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) );
+ #else
+ float2 staticSwitch5_g11775 = temp_output_1_0_g11775;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11781 = staticSwitch5_g11775;
+ float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11775 = staticSwitch5_g11775;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy;
+ #else
+ float2 staticSwitch9_g11775 = staticSwitch7_g11775;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy;
+ #else
+ float2 staticSwitch16_g11775 = staticSwitch9_g11775;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 );
+ #else
+ float2 staticSwitch14_g11775 = staticSwitch16_g11775;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11775 = clampResult46_g11777;
+ #else
+ float2 staticSwitch4_g11775 = staticSwitch14_g11775;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11775 = staticSwitch4_g11775;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch24_g11775;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y );
+ #else
+ float staticSwitch18_g11786 = temp_output_7_0_g11786;
+ #endif
+ float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0));
+ float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 );
+ #else
+ float2 staticSwitch13_g11786 = temp_output_1_0_g11786;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11786;
+ float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11787 = staticSwitch485;
+ float2 break11_g11787 = float2( 0,0 );
+ float2 break10_g11787 = float2( 1,1 );
+ float2 break9_g11787 = spriteRectMin376;
+ float2 break8_g11787 = spriteRectMax377;
+ float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11733 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11734 = _MainTex;
+ float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
+ float2 uvs3_g11734 = temp_output_1_0_g11733;
+ float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 );
+ float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
+ #else
+ float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11745 = temp_output_10_0_g11735;
+ float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 );
+ float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
+ float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
+ float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745));
+ float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11735;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float temp_output_2_0_g11742 = temp_output_10_0_g11735;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11735;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11733 = staticSwitch8_g11733;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
+ float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 );
+ float temp_output_2_0_g11749 = _SharpenOffset;
+ float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
+ float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749));
+ float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 );
+ float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
+ float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 );
+ float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748));
+ float4 staticSwitch12_g11733 = appendResult24_g11748;
+ #else
+ float4 staticSwitch12_g11733 = staticSwitch3_g11733;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11733;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11752 = temp_output_471_0;
+ float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a));
+ float4 staticSwitch354 = appendResult8_g11752;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11766 = originalColor191;
+ float4 temp_output_1_0_g11767 = temp_output_1_0_g11766;
+ float2 temp_output_7_0_g11766 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11767 = temp_output_7_0_g11766;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a )));
+ float4 staticSwitch2_g11766 = appendResult31_g11767;
+ #else
+ float4 staticSwitch2_g11766 = temp_output_1_0_g11766;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11769 = staticSwitch2_g11766;
+ float2 temp_output_57_0_g11769 = temp_output_7_0_g11766;
+ float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 );
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ float clampResult37_g11769 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11766 = appendResult13_g11769;
+ #else
+ float4 staticSwitch3_g11766 = staticSwitch2_g11766;
+ #endif
+ float4 temp_output_1_0_g11771 = staticSwitch3_g11766;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11772 = temp_output_1_0_g11771;
+ float2 appendResult4_g11772 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a));
+ float4 staticSwitch2_g11771 = appendResult42_g11772;
+ #else
+ float4 staticSwitch2_g11771 = temp_output_1_0_g11771;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11773 = finalUV146;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness );
+ float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773));
+ float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 );
+ #else
+ float4 staticSwitch6_g11771 = staticSwitch2_g11771;
+ #endif
+ float4 temp_output_3_0_g11788 = staticSwitch6_g11771;
+ float4 temp_output_1_0_g11820 = temp_output_3_0_g11788;
+ float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0));
+ float2 temp_output_1_0_g11788 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch81_g11820 = appendResult91_g11820;
+ #endif
+ float3 break82_g11820 = (staticSwitch81_g11820).xyz;
+ float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 );
+ float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b));
+ float4 break2_g11821 = temp_output_1_0_g11820;
+ float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) );
+ float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade ));
+ float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a));
+ float4 staticSwitch43_g11788 = appendResult30_g11820;
+ #else
+ float4 staticSwitch43_g11788 = temp_output_3_0_g11788;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11818 = staticSwitch43_g11788;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch62_g11818 = temp_output_1_0_g11818;
+ #endif
+ float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb );
+ float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.8333333 )
+ ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.6666667 )
+ ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11818 = ifLocalVar46_g11818;
+ float4 ifLocalVar47_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.3333333 )
+ ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.1666667 )
+ ifLocalVar45_g11818 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11818 = ifLocalVar47_g11818;
+ float4 ifLocalVar35_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.5 )
+ ifLocalVar35_g11818 = ifLocalVar44_g11818;
+ else
+ ifLocalVar35_g11818 = ifLocalVar45_g11818;
+ float4 break55_g11818 = ifLocalVar35_g11818;
+ float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b));
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) );
+ float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch9_g11788 = appendResult30_g11818;
+ #else
+ float4 staticSwitch9_g11788 = staticSwitch43_g11788;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11792 = staticSwitch9_g11788;
+ float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb;
+ float3 In115_g11792 = temp_output_2_0_g11792;
+ float3 From115_g11792 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11792 = _ColorReplaceSmoothness;
+ float Range115_g11792 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 );
+ float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade);
+ float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a));
+ float4 staticSwitch29_g11788 = appendResult4_g11792;
+ #else
+ float4 staticSwitch29_g11788 = staticSwitch9_g11788;
+ #endif
+ float4 temp_output_1_0_g11805 = staticSwitch29_g11788;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb;
+ float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade);
+ float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch4_g11805 = appendResult8_g11805;
+ #else
+ float4 staticSwitch4_g11805 = temp_output_1_0_g11805;
+ #endif
+ float4 temp_output_57_0_g11788 = staticSwitch4_g11805;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11828 = temp_output_57_0_g11788;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a));
+ float4 staticSwitch32_g11788 = appendResult4_g11828;
+ #else
+ float4 staticSwitch32_g11788 = temp_output_57_0_g11788;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11803 = staticSwitch32_g11788;
+ float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a));
+ float4 staticSwitch33_g11788 = appendResult6_g11803;
+ #else
+ float4 staticSwitch33_g11788 = staticSwitch32_g11788;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11804 = staticSwitch33_g11788;
+ float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb );
+ float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) );
+ float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a));
+ float4 staticSwitch36_g11788 = appendResult8_g11804;
+ #else
+ float4 staticSwitch36_g11788 = staticSwitch33_g11788;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11822 = staticSwitch36_g11788;
+ float4 break2_g11823 = temp_output_1_0_g11822;
+ float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 );
+ float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822);
+ float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a));
+ float4 staticSwitch30_g11788 = appendResult18_g11822;
+ #else
+ float4 staticSwitch30_g11788 = staticSwitch36_g11788;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11800 = staticSwitch30_g11788;
+ float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb;
+ float4 break12_g11800 = temp_output_1_0_g11800;
+ float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade);
+ float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a));
+ float4 staticSwitch20_g11788 = appendResult11_g11800;
+ #else
+ float4 staticSwitch20_g11788 = staticSwitch30_g11788;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11814 = staticSwitch20_g11788;
+ float4 break2_g11816 = temp_output_1_0_g11814;
+ float2 temp_output_65_0_g11814 = shaderPosition235;
+ float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 );
+ float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 ));
+ float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a));
+ float4 staticSwitch17_g11788 = appendResult9_g11814;
+ #else
+ float4 staticSwitch17_g11788 = staticSwitch20_g11788;
+ #endif
+ float temp_output_39_0_g11788 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11806 = staticSwitch17_g11788;
+ float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb );
+ float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) );
+ float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch19_g11788 = appendResult6_g11806;
+ #else
+ float4 staticSwitch19_g11788 = staticSwitch17_g11788;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11810 = staticSwitch19_g11788;
+ float4 break2_g11812 = temp_output_1_0_g11810;
+ float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) );
+ #else
+ float staticSwitch33_g11810 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a));
+ float4 staticSwitch23_g11788 = appendResult6_g11810;
+ #else
+ float4 staticSwitch23_g11788 = staticSwitch19_g11788;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11807 = staticSwitch23_g11788;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a );
+ #else
+ float3 staticSwitch27_g11807 = temp_output_13_0_g11807;
+ #endif
+ float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a));
+ float4 staticSwitch28_g11788 = appendResult21_g11807;
+ #else
+ float4 staticSwitch28_g11788 = staticSwitch23_g11788;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11795 = staticSwitch28_g11788;
+ float4 break2_g11796 = temp_output_1_0_g11795;
+ float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation);
+ float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a));
+ float4 staticSwitch38_g11788 = appendResult8_g11795;
+ #else
+ float4 staticSwitch38_g11788 = staticSwitch28_g11788;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11797 = staticSwitch38_g11788;
+ float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11797 = temp_output_1_0_g11788;
+ float temp_output_179_0_g11797 = temp_output_39_0_g11788;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 );
+ #else
+ float3 staticSwitch187_g11797 = temp_output_82_0_g11797;
+ #endif
+ float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11797 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11797 = staticSwitch9_g11798;
+ float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) );
+ float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a );
+ #else
+ float staticSwitch188_g11797 = temp_output_15_0_g11797.a;
+ #endif
+ float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797));
+ float4 staticSwitch12_g11788 = appendResult177_g11797;
+ #else
+ float4 staticSwitch12_g11788 = staticSwitch38_g11788;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11825 = staticSwitch12_g11788;
+ float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11825 = temp_output_1_0_g11788;
+ float temp_output_186_0_g11825 = temp_output_39_0_g11788;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 );
+ #else
+ float3 staticSwitch199_g11825 = temp_output_82_0_g11825;
+ #endif
+ float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11825 = 1.0;
+ #else
+ float staticSwitch203_g11825 = temp_output_182_0_g11825;
+ #endif
+ float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11825 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 );
+ float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11827 = appendResult2_g11827;
+ #else
+ float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 );
+ #endif
+ float2 temp_output_25_0_g11825 = staticSwitch9_g11827;
+ float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 );
+ #else
+ float staticSwitch200_g11825 = lerpResult168_g11825;
+ #endif
+ float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825));
+ float4 staticSwitch13_g11788 = appendResult174_g11825;
+ #else
+ float4 staticSwitch13_g11788 = staticSwitch12_g11788;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11802 = staticSwitch13_g11788;
+ float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11802 = temp_output_1_0_g11788;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 );
+ #else
+ float3 staticSwitch199_g11802 = temp_output_82_0_g11802;
+ #endif
+ float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11802 = 1.0;
+ #else
+ float staticSwitch203_g11802 = temp_output_182_0_g11802;
+ #endif
+ float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 );
+ float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 );
+ #else
+ float staticSwitch200_g11802 = lerpResult168_g11802;
+ #endif
+ float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802));
+ float4 staticSwitch48_g11788 = appendResult174_g11802;
+ #else
+ float4 staticSwitch48_g11788 = staticSwitch13_g11788;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11789 = staticSwitch48_g11788;
+ float4 break2_g11790 = temp_output_5_0_g11789;
+ float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a));
+ float4 staticSwitch46_g11788 = appendResult12_g11789;
+ #else
+ float4 staticSwitch46_g11788 = staticSwitch48_g11788;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11788;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11830 = temp_output_361_0;
+ float4 break2_g11831 = temp_output_1_0_g11830;
+ float temp_output_44_0_g11830 = unity_OrthoParams.y;
+ float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a )));
+ float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11830;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11833 = staticSwitch56;
+ float4 break2_g11835 = temp_output_1_0_g11833;
+ float temp_output_34_0_g11833 = shaderTime237;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152);
+ float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch57 = appendResult27_g11833;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11838 = staticSwitch57;
+ float4 temp_output_1_0_g11868 = temp_output_3_0_g11838;
+ float2 temp_output_41_0_g11838 = shaderPosition235;
+ float2 temp_output_99_0_g11868 = temp_output_41_0_g11838;
+ float temp_output_40_0_g11838 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 );
+ #else
+ float2 staticSwitch101_g11868 = temp_output_99_0_g11868;
+ #endif
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868);
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868);
+ float4 break2_g11871 = temp_output_1_0_g11868;
+ float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a));
+ float4 staticSwitch26_g11838 = appendResult7_g11868;
+ #else
+ float4 staticSwitch26_g11838 = temp_output_3_0_g11838;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11861 = staticSwitch26_g11838;
+ float temp_output_59_0_g11861 = temp_output_40_0_g11838;
+ float2 temp_output_58_0_g11861 = temp_output_41_0_g11838;
+ float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 );
+ float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 );
+ float4 break2_g11863 = temp_output_1_0_g11861;
+ float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 );
+ float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) );
+ #else
+ float staticSwitch60_g11861 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861);
+ float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a));
+ float4 staticSwitch28_g11838 = appendResult8_g11861;
+ #else
+ float4 staticSwitch28_g11838 = staticSwitch26_g11838;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11853 = staticSwitch28_g11838;
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float2 temp_output_72_0_g11853 = temp_output_41_0_g11838;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float temp_output_73_0_g11853 = temp_output_40_0_g11838;
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 );
+ float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a));
+ float4 staticSwitch29_g11838 = appendResult26_g11853;
+ #else
+ float4 staticSwitch29_g11838 = staticSwitch28_g11838;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11847 = staticSwitch29_g11838;
+ float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
+ float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 );
+ float2 temp_output_72_0_g11847 = temp_output_41_0_g11838;
+ float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 );
+ float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847);
+ float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a));
+ float4 staticSwitch32_g11838 = appendResult43_g11847;
+ #else
+ float4 staticSwitch32_g11838 = staticSwitch29_g11838;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11843 = temp_output_41_0_g11838;
+ float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 );
+ float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 );
+ float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11843 = staticSwitch32_g11838;
+ float4 break2_g11845 = temp_output_1_0_g11843;
+ float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) );
+ float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a));
+ float4 staticSwitch34_g11838 = appendResult29_g11843;
+ #else
+ float4 staticSwitch34_g11838 = staticSwitch32_g11838;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11839 = staticSwitch34_g11838;
+ float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb;
+ float4 break2_g11841 = temp_output_1_0_g11839;
+ float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) );
+ #else
+ float staticSwitch98_g11839 = _ShineFade;
+ #endif
+ float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a));
+ float4 staticSwitch36_g11838 = appendResult8_g11839;
+ #else
+ float4 staticSwitch36_g11838 = staticSwitch34_g11838;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11874 = temp_output_40_0_g11838;
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float3 temp_output_24_0_g11874 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11874 = staticSwitch36_g11838;
+ float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb;
+ float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 );
+ float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a));
+ float4 staticSwitch39_g11838 = appendResult27_g11874;
+ #else
+ float4 staticSwitch39_g11838 = staticSwitch36_g11838;
+ #endif
+ float4 temp_output_10_0_g11878 = staticSwitch39_g11838;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb;
+ float2 temp_output_2_0_g11878 = temp_output_41_0_g11838;
+ float temp_output_1_0_g11878 = temp_output_40_0_g11838;
+ float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed );
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 );
+ float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 );
+ float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 );
+ float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878);
+ float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11878 = hsvTorgb53_g11878;
+ #else
+ float3 staticSwitch50_g11878 = lerpResult42_g11878;
+ #endif
+ float4 break2_g11880 = temp_output_10_0_g11878;
+ float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11878 = lerpResult44_g11878;
+ #else
+ float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) );
+ #endif
+ float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a));
+ float4 staticSwitch11_g11878 = appendResult19_g11878;
+ #else
+ float4 staticSwitch11_g11878 = temp_output_10_0_g11878;
+ #endif
+ float4 temp_output_1_0_g11883 = staticSwitch11_g11878;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11883 = temp_output_1_0_g11883;
+ float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b));
+ float4 break2_g11884 = temp_output_1_0_g11883;
+ float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 );
+ float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11883 = hsvTorgb12_g11883;
+ #else
+ float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a));
+ float4 staticSwitch33_g11883 = appendResult6_g11883;
+ #else
+ float4 staticSwitch33_g11883 = temp_output_1_0_g11883;
+ #endif
+ float4 temp_output_5_0_g11890 = staticSwitch33_g11883;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11890 = temp_output_5_0_g11890;
+ float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b));
+ float temp_output_27_0_g11890 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) );
+ #else
+ float2 staticSwitch73_g11890 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11891 = _TextureLayer1Columns;
+ int Height10_g11891 = _TextureLayer1Rows;
+ float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11891 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891;
+ #else
+ float2 staticSwitch20_g11890 = temp_output_72_0_g11890;
+ #endif
+ float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 );
+ float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b));
+ float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 );
+ float4 break2_g11892 = temp_output_5_0_g11890;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 );
+ #else
+ float3 staticSwitch80_g11890 = temp_output_16_0_g11890;
+ #endif
+ float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a));
+ float4 staticSwitch15_g11890 = appendResult14_g11890;
+ #else
+ float4 staticSwitch15_g11890 = temp_output_5_0_g11890;
+ #endif
+ float4 temp_output_5_0_g11886 = staticSwitch15_g11890;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11886 = temp_output_5_0_g11886;
+ float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b));
+ float temp_output_27_0_g11886 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) );
+ #else
+ float2 staticSwitch73_g11886 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11887 = _TextureLayer2Columns;
+ int Height10_g11887 = _TextureLayer2Rows;
+ float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11887 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887;
+ #else
+ float2 staticSwitch20_g11886 = temp_output_72_0_g11886;
+ #endif
+ float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 );
+ float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b));
+ float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 );
+ float4 break2_g11888 = temp_output_5_0_g11886;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 );
+ #else
+ float3 staticSwitch84_g11886 = temp_output_16_0_g11886;
+ #endif
+ float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a));
+ float4 staticSwitch15_g11886 = appendResult14_g11886;
+ #else
+ float4 staticSwitch15_g11886 = temp_output_5_0_g11886;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11886;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11894 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11894;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11895 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 ));
+ float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11895;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch75;
+ float4 temp_output_1_0_g11897 = temp_output_1_0_g11896;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11896 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 );
+ float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 )));
+ float4 staticSwitch3_g11896 = appendResult3_g11897;
+ #else
+ float4 staticSwitch3_g11896 = temp_output_1_0_g11896;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 );
+ float temp_output_5_0_g11905 = localMyCustomExpression16_g11906;
+ float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11905 = staticSwitch3_g11896;
+ float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 )));
+ float4 staticSwitch5_g11896 = appendResult3_g11905;
+ #else
+ float4 staticSwitch5_g11896 = staticSwitch3_g11896;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11907 = staticSwitch5_g11896;
+ float2 temp_output_76_0_g11907 = temp_output_18_0_g11896;
+ float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 );
+ float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) )));
+ float4 staticSwitch8_g11896 = appendResult3_g11907;
+ #else
+ float4 staticSwitch8_g11896 = staticSwitch5_g11896;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11903 = temp_output_18_0_g11896;
+ float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 );
+ float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11903 = staticSwitch8_g11896;
+ float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) )));
+ float4 staticSwitch9_g11896 = appendResult3_g11903;
+ #else
+ float4 staticSwitch9_g11896 = staticSwitch8_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11899 = staticSwitch9_g11896;
+ float2 temp_output_161_0_g11899 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11899 = rotatedValue136_g11899;
+ float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 );
+ float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) )));
+ float4 staticSwitch11_g11896 = appendResult3_g11899;
+ #else
+ float4 staticSwitch11_g11896 = staticSwitch9_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11901 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11901 = rotatedValue136_g11901;
+ float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 );
+ float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) );
+ float4 temp_output_1_0_g11901 = staticSwitch11_g11896;
+ float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 );
+ float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 )));
+ float4 staticSwitch15_g11896 = appendResult3_g11901;
+ #else
+ float4 staticSwitch15_g11896 = staticSwitch11_g11896;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11909 = staticSwitch15_g11896;
+ float2 temp_output_126_0_g11909 = temp_output_18_0_g11896;
+ float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909));
+ float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) );
+ float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) )));
+ float4 staticSwitch13_g11896 = appendResult3_g11909;
+ #else
+ float4 staticSwitch13_g11896 = staticSwitch15_g11896;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11912 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) );
+ #else
+ float3 staticSwitch16_g11912 = temp_output_3_0_g11912;
+ #endif
+ float4 temp_output_1_0_g11912 = staticSwitch13_g11896;
+ float4 break2_g11914 = temp_output_1_0_g11912;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11912 = staticSwitch16_g11912;
+ #endif
+ float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a));
+ float4 staticSwitch5_g11911 = appendResult6_g11912;
+ #else
+ float4 staticSwitch5_g11911 = staticSwitch13_g11896;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11915 = staticSwitch5_g11911;
+ float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a));
+ float4 staticSwitch11_g11911 = appendResult13_g11915;
+ #else
+ float4 staticSwitch11_g11911 = staticSwitch5_g11911;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11916 = staticSwitch11_g11911;
+ float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) );
+ #else
+ float3 staticSwitch21_g11916 = temp_output_6_0_g11916;
+ #endif
+ float4 break2_g11918 = temp_output_1_0_g11916;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 );
+ #else
+ float3 staticSwitch22_g11916 = staticSwitch21_g11916;
+ #endif
+ float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade);
+ float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a));
+ float4 staticSwitch7_g11911 = appendResult9_g11916;
+ #else
+ float4 staticSwitch7_g11911 = staticSwitch11_g11911;
+ #endif
+ float4 temp_output_2_0_g11919 = staticSwitch7_g11911;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11921 = temp_output_2_0_g11919;
+ float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b));
+ float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11920 = appendResult2_g11920;
+ #else
+ float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 );
+ #endif
+ float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11921 = appendResult85_g11919;
+ float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b));
+ float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a );
+ float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 );
+ float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921));
+ float4 staticSwitch82_g11919 = appendResult18_g11921;
+ #else
+ float4 staticSwitch82_g11919 = temp_output_2_0_g11919;
+ #endif
+ float4 break4_g11922 = staticSwitch82_g11919;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11766 = 1.0;
+ #else
+ float staticSwitch8_g11766 = IN.color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11766 = 1.0;
+ #else
+ float staticSwitch9_g11766 = staticSwitch8_g11766;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11766;
+ float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11922;
+ float4 temp_output_1_0_g11924 = temp_output_344_0;
+ float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.color).rgb ) , temp_output_1_0_g11924.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11924;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11931 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a));
+ float4 staticSwitch6_g11931 = appendResult2_g11931;
+ #else
+ float4 staticSwitch6_g11931 = temp_output_7_0_g11931;
+ #endif
+
+ float2 temp_output_8_0_g11930 = finalUV146;
+ float3 unpack14_g11930 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11930 ), _NormalIntensity );
+ unpack14_g11930.z = lerp( 1, unpack14_g11930.z, saturate(_NormalIntensity) );
+
+ float4 Color = staticSwitch6_g11931;
+ float3 Normal = unpack14_g11930;
+
+ Color *= IN.color;
+
+ return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
+ }
+
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
Name "Sprite Forward"
- Tags
- {
- "LightMode"="UniversalForward"
- }
+ Tags { "LightMode"="UniversalForward" }
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZTest LEqual
- ZWrite Off
- Offset 0 , 0
- ColorMask RGBA
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZTest LEqual
+ ZWrite Off
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+ HLSLPROGRAM
+
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- HLSLPROGRAM
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #pragma multi_compile_instancing
+ #pragma vertex vert
+ #pragma fragment frag
- #pragma vertex vert
- #pragma fragment frag
-
- #pragma multi_compile _ SKINNED_SPRITE
+ #pragma multi_compile_fragment _ DEBUG_DISPLAY
+ #pragma multi_compile_vertex _ SKINNED_SPRITE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
@@ -8127,3711 +7030,3204 @@ staticSwitch203_g11799);
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
- #define SHADERPASS SHADERPASS_SPRITEFORWARD
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPRedTint;
- float4 _RecolorRGBYCPYellowTint;
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPCyanTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPPurpleTint;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- float4 _RecolorRGBGreenTint;
- float4 _RecolorRGBRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- float4 _MetalColor;
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- float4 _CamouflageColorA;
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowMask_ST;
- float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnEdgeNoiseScale;
- float2 _BurnPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineTextureSpeed;
- float2 _InnerOutlineNoiseSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineNoiseScale;
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- float2 _FrozenHighlightDistortionSpeed;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Offset;
- float2 _TextureLayer2ScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
- float _RainbowSaturation;
- float _RainbowBrightness;
- float _RainbowContrast;
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- float _FrozenHighlightDensity;
- float _FrozenFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- int _TextureLayer2Columns;
- int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- float _SourceAlphaDissolveNoiseFactor;
- float _SourceAlphaDissolveFade;
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- float _ShineRotation;
- float _ShineFrequency;
- float _ShineSpeed;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedReduce;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
- float _EnchantedBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeSmoothness;
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFrequency;
- #endif
- float _MaskBrightness;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueContrast;
- float _AddHueSaturation;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceRange;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameRadius;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameNoiseFactor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- float _InkSpreadContrast;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintFade;
- float _BlackTintPower;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float _Brightness;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- #endif
- float _NormalIntensity;
-
-
- struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 uv0 : TEXCOORD0;
- float4 color : COLOR;
-
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 texCoord0 : TEXCOORD0;
- float4 color : TEXCOORD1;
- float3 positionWS : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #if ETC1_EXTERNAL_ALPHA
- TEXTURE2D (_AlphaTex); SAMPLER (sampler_AlphaTex);
- float _EnableAlphaTexture;
- #endif
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11716(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11714(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11666(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11668(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11669(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11672(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11678(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11718(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11755(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11757(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11761(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11789(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11773(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11808(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11845(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11835(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11837(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11830(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11831(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11823(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11821(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11822(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11817(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11852(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11871(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11879(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11881(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11877(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11873(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11875(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- VertexOutput vert(VertexInput v)
- {
- VertexOutput o = (VertexOutput)0;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11897 = fixedUV475;
- float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11900 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- float temp_output_8_0_g11900 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11900);
- #else
- float2 staticSwitch4_g11900 = temp_output_2_0_g11900;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11901 = temp_output_8_0_g11900;
- float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11901 * _VibrateRotation));
- float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900);
- #else
- float2 staticSwitch6_g11900 = staticSwitch4_g11900;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11900 = staticSwitch6_g11900;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11900;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (v.positionOS).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- float linValue16_g11716 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale),
- 0,
- 0.0)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11713 * _FadingNoiseScale),
- 0, 0.0)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord3 = screenPos;
-
- o.ase_texcoord4 = float4(v.positionOS, 1);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
- v.normal = v.normal;
- v.tangent.xyz = v.tangent.xyz;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
-
- o.positionCS = vertexInput.positionCS;
- o.positionWS = vertexInput.positionWS;
- o.texCoord0 = v.uv0;
- o.color = v.color;
-
- return o;
- }
-
- half4 frag(VertexOutput IN) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
-
- float4 positionCS = IN.positionCS;
- float3 positionWS = IN.positionWS;
-
- float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11665 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11666 = _WindMinIntensity;
- #else
- float staticSwitch117_g11666 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11666 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11666 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11666 = _WindXPosition;
- #else
- float staticSwitch111_g11666 = transform62_g11666.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11666 = _WindNoiseScale;
- #else
- float staticSwitch113_g11666 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11666 = WindTime;
- #endif
- float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) +
- staticSwitch125_g11666);
- float x101_g11666 = temp_output_50_0_g11666;
- float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666);
- float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
- float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11666 = simplePerlin2D121_g11666;
- #else
- float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5);
- #endif
- float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666,
- staticSwitch123_g11666);
- float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
- float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip);
- float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11666 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11666)));
- float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666,
- float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1),
- (clampResult29_g11666 * temp_output_39_0_g11666));
- float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
- #else
- float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
- #endif
- float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (IN.ase_texcoord4.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11667 = shaderPosition235;
- float linValue16_g11668 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668);
- float linValue16_g11669 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11667 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669);
- float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5),
- (localMyCustomExpression16_g11669 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11665;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11670 = shaderPosition235;
- float linValue16_g11672 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).
- r;
- float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672);
- float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11672 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11670 = rotatedValue136_g11670;
- float linValue16_g11671 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 *
- _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671);
- float clampResult154_g11670 = clamp(
- ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11675 = unity_OrthoParams.y;
- float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 *
- 0.2)) + positionWS.y) / temp_output_81_0_g11675);
- float2 temp_cast_4 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678);
- float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11675 = (float2(
- (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11673 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11673;
- float linValue16_g11718 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) *
- _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11719 = staticSwitch62;
- float2 temp_output_26_0_g11719 = shaderPosition235;
- float temp_output_25_0_g11719 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729);
- float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #else
- float staticSwitch29_g11726 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 /
- appendResult2_g11728) * staticSwitch29_g11726));
- #else
- float2 staticSwitch5_g11719 = temp_output_1_0_g11719;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11725 = staticSwitch5_g11719;
- float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11719 = staticSwitch5_g11719;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy;
- #else
- float2 staticSwitch9_g11719 = staticSwitch7_g11719;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11719 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy;
- #else
- float2 staticSwitch16_g11719 = staticSwitch9_g11719;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719);
- #else
- float2 staticSwitch14_g11719 = staticSwitch16_g11719;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11721 = clamp(
- (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) /
- MultFactor30_g11721), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11719 = clampResult46_g11721;
- #else
- float2 staticSwitch4_g11719 = staticSwitch14_g11719;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11719 = staticSwitch4_g11719;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch24_g11719;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11730 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y);
- #else
- float staticSwitch18_g11730 = temp_output_7_0_g11730;
- #endif
- float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0));
- float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730);
- #else
- float2 staticSwitch13_g11730 = temp_output_1_0_g11730;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11730;
- float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11731 = staticSwitch485;
- float2 break11_g11731 = float2(0, 0);
- float2 break10_g11731 = float2(1, 1);
- float2 break9_g11731 = spriteRectMin376;
- float2 break8_g11731 = spriteRectMax377;
- float2 appendResult15_g11731 = (float2(
- (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (
- break10_g11731.x - break11_g11731.x)),
- (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (
- break10_g11731.y - break11_g11731.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11733 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11734 = _MainTex;
- float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
- float2 uvs3_g11734 = temp_output_1_0_g11733;
- float4 localtexturePointSmooth3_g11734 = texturePointSmooth(
- tex3_g11734, textureTexelSize3_g11734, uvs3_g11734);
- float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
- #else
- float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11745 = temp_output_10_0_g11735;
- float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747);
- float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
- float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1)));
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
- float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745));
- float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746);
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float temp_output_2_0_g11736 = temp_output_10_0_g11735;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738);
- float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1)));
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737);
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float temp_output_2_0_g11742 = temp_output_10_0_g11735;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744);
- float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1)));
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743);
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11739 = temp_output_10_0_g11735;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741);
- float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1)));
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740);
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) +
- tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + (
- tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) +
- tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) +
- tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + (
- tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) +
- tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) +
- tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + (
- tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) +
- tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) +
- tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D(
- _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D(
- _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625);
- #else
- float4 staticSwitch3_g11733 = staticSwitch8_g11733;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
- float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748);
- float temp_output_2_0_g11749 = _SharpenOffset;
- float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751);
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
- float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749));
- float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750);
- float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
- float4 break22_g11748 = (tex2DNode4_g11748 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) +
- tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + (
- tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D(
- _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0);
- float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b,
- clampResult23_g11748));
- float4 staticSwitch12_g11733 = appendResult24_g11748;
- #else
- float4 staticSwitch12_g11733 = staticSwitch3_g11733;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11733;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11752 = temp_output_471_0;
- float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.color).rgb),
-temp_output_1_0_g11752.a));
- float4 staticSwitch354 = appendResult8_g11752;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11753 = originalColor191;
- float4 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float2 temp_output_7_0_g11753 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11754 = temp_output_7_0_g11753;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11755 = tex2D(_UberNoiseTexture,
- (((IN.color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11754) * temp_cast_15)).r;
- float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755);
- float clampResult28_g11754 = clamp(
- (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.color.a / 2.5) - distance(
- temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11754) *
- _SmokeDarkEdge));
- float4 appendResult31_g11754 = (float4(lerpResult34_g11754,
- (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a)));
- float4 staticSwitch2_g11753 = appendResult31_g11754;
- #else
- float4 staticSwitch2_g11753 = temp_output_1_0_g11753;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11756 = staticSwitch2_g11753;
- float2 temp_output_57_0_g11756 = temp_output_7_0_g11753;
- float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756);
- float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757);
- float clampResult37_g11756 = clamp(
- (((IN.color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb,
- (temp_output_1_0_g11756.a * pow(
- clampResult37_g11756,
- (_CustomFadeSmoothness / max(
- tex2DNode3_g11756.r,
- 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11753 = appendResult13_g11756;
- #else
- float4 staticSwitch3_g11753 = staticSwitch2_g11753;
- #endif
- float4 temp_output_1_0_g11758 = staticSwitch3_g11753;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11759 = temp_output_1_0_g11758;
- float2 appendResult4_g11759 = (float2(positionWS.x, positionWS.y));
- float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5);
- float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759),
- float2(0.5, 0.5));
- float4 appendResult42_g11759 = (float4(
- ((temp_output_1_0_g11759).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)),
- temp_output_1_0_g11759.a));
- float4 staticSwitch2_g11758 = appendResult42_g11759;
- #else
- float4 staticSwitch2_g11758 = temp_output_1_0_g11758;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11760 = finalUV146;
- float linValue16_g11761 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) *
- _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761);
- float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0));
- float temp_output_47_0_g11760 = max(_FlameRadius, 0.01);
- float clampResult70_g11760 = clamp(
- (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance(
- temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness);
- float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760,
- temp_output_63_0_g11760, clampResult70_g11760));
- float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758);
- #else
- float4 staticSwitch6_g11758 = staticSwitch2_g11758;
- #endif
- float4 temp_output_3_0_g11762 = staticSwitch6_g11758;
- float4 temp_output_1_0_g11794 = temp_output_3_0_g11762;
- float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0));
- float2 temp_output_1_0_g11762 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch81_g11794 = appendResult91_g11794;
- #endif
- float3 break82_g11794 = (staticSwitch81_g11794).xyz;
- float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001);
- float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + (
- _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z /
- temp_output_84_0_g11794) * _RecolorRGBBlueTint));
- float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b));
- float4 break2_g11795 = temp_output_1_0_g11794;
- float saferPower57_g11794 = abs(
- ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y +
- break2_g11795.z) / 6.0));
- float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb,
- (appendResult56_g11794 * pow(
- saferPower57_g11794,
- (max(break71_g11794.a, 0.01) * 2.0))),
- (staticSwitch81_g11794.w * _RecolorRGBFade));
- float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a));
- float4 staticSwitch43_g11762 = appendResult30_g11794;
- #else
- float4 staticSwitch43_g11762 = temp_output_3_0_g11762;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11792 = staticSwitch43_g11762;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch62_g11792 = temp_output_1_0_g11792;
- #endif
- float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb);
- float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.8333333)
- ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.6666667)
- ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11792 = ifLocalVar46_g11792;
- float4 ifLocalVar47_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.3333333)
- ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.1666667)
- ifLocalVar45_g11792 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11792 = ifLocalVar47_g11792;
- float4 ifLocalVar35_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.5)
- ifLocalVar35_g11792 = ifLocalVar44_g11792;
- else
- ifLocalVar35_g11792 = ifLocalVar45_g11792;
- float4 break55_g11792 = ifLocalVar35_g11792;
- float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b));
- float4 break2_g11793 = temp_output_1_0_g11792;
- float saferPower57_g11792 = abs(
- ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0));
- float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb,
- (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))),
- (hsvTorgb33_g11792.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a));
- float4 staticSwitch9_g11762 = appendResult30_g11792;
- #else
- float4 staticSwitch9_g11762 = staticSwitch43_g11762;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11766 = staticSwitch9_g11762;
- float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb;
- float3 In115_g11766 = temp_output_2_0_g11766;
- float3 From115_g11766 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 To115_g11766 = (pow(
- max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y +
- break2_g11767.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11766 = _ColorReplaceSmoothness;
- float Range115_g11766 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766(
- In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766);
- float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766,
- _ColorReplaceFade);
- float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a));
- float4 staticSwitch29_g11762 = appendResult4_g11766;
- #else
- float4 staticSwitch29_g11762 = staticSwitch9_g11762;
- #endif
- float4 temp_output_1_0_g11779 = staticSwitch29_g11762;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb;
- float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade);
- float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a));
- float4 staticSwitch4_g11779 = appendResult8_g11779;
- #else
- float4 staticSwitch4_g11779 = temp_output_1_0_g11779;
- #endif
- float4 temp_output_57_0_g11762 = staticSwitch4_g11779;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11802 = temp_output_57_0_g11762;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11802 = (float4(
- pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11802.a));
- float4 staticSwitch32_g11762 = appendResult4_g11802;
- #else
- float4 staticSwitch32_g11762 = temp_output_57_0_g11762;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11777 = staticSwitch32_g11762;
- float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness),
- temp_output_2_0_g11777.a));
- float4 staticSwitch33_g11762 = appendResult6_g11777;
- #else
- float4 staticSwitch33_g11762 = staticSwitch32_g11762;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11778 = staticSwitch33_g11762;
- float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb);
- float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y,
- hsvTorgb1_g11778.z));
- float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a));
- float4 staticSwitch36_g11762 = appendResult8_g11778;
- #else
- float4 staticSwitch36_g11762 = staticSwitch33_g11762;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11796 = staticSwitch36_g11762;
- float4 break2_g11797 = temp_output_1_0_g11796;
- float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y +
- break2_g11797.y + break2_g11797.z) / 6.0);
- float clampResult25_g11796 = clamp(
- ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11796);
- float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb,
- (lerpResult6_g11796 * pow(
- max(temp_output_3_0_g11796, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a));
- float4 staticSwitch30_g11762 = appendResult18_g11796;
- #else
- float4 staticSwitch30_g11762 = staticSwitch36_g11762;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11774 = staticSwitch30_g11762;
- float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb;
- float4 break12_g11774 = temp_output_1_0_g11774;
- float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774,
- (temp_output_4_0_g11774 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)),
- 0.0001), max(
- _BlackTintPower, 0.0001)));
- float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade);
- float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a));
- float4 staticSwitch20_g11762 = appendResult11_g11774;
- #else
- float4 staticSwitch20_g11762 = staticSwitch30_g11762;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11788 = staticSwitch20_g11762;
- float4 break2_g11790 = temp_output_1_0_g11788;
- float2 temp_output_65_0_g11788 = shaderPosition235;
- float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789);
- float clampResult53_g11788 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + (
- localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11790.x + break2_g11790.x +
- break2_g11790.y + break2_g11790.y +
- break2_g11790.y +
- break2_g11790.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11788));
- float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a));
- float4 staticSwitch17_g11762 = appendResult9_g11788;
- #else
- float4 staticSwitch17_g11762 = staticSwitch20_g11762;
- #endif
- float temp_output_39_0_g11762 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11780 = staticSwitch17_g11762;
- float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb);
- float3 hsvTorgb19_g11780 = HSVToRGB(float3(
- ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y,
- hsvTorgb15_g11780.z));
- float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch19_g11762 = appendResult6_g11780;
- #else
- float4 staticSwitch19_g11762 = staticSwitch17_g11762;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11784 = staticSwitch19_g11762;
- float4 break2_g11786 = temp_output_1_0_g11784;
- float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a));
- #else
- float staticSwitch33_g11784 = _AddHueFade;
- #endif
- float4 appendResult6_g11784 = (float4(
- ((hsvTorgb19_g11784 * pow(
- max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y +
- break2_g11786.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb),
- temp_output_1_0_g11784.a));
- float4 staticSwitch23_g11762 = appendResult6_g11784;
- #else
- float4 staticSwitch23_g11762 = staticSwitch19_g11762;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11781 = staticSwitch23_g11762;
- float4 break2_g11782 = temp_output_1_0_g11781;
- float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.
- a);
- #else
- float3 staticSwitch27_g11781 = temp_output_13_0_g11781;
- #endif
- float4 appendResult21_g11781 = (float4(
- ((temp_output_1_0_g11781).rgb + (pow(
- max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y +
- break2_g11782.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * (((
- sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11781.a));
- float4 staticSwitch28_g11762 = appendResult21_g11781;
- #else
- float4 staticSwitch28_g11762 = staticSwitch23_g11762;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11769 = staticSwitch28_g11762;
- float4 break2_g11770 = temp_output_1_0_g11769;
- float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y +
- break2_g11770.y + break2_g11770.z) / 6.0)).xxx;
- float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation);
- float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a));
- float4 staticSwitch38_g11762 = appendResult8_g11769;
- #else
- float4 staticSwitch38_g11762 = staticSwitch28_g11762;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11771 = staticSwitch38_g11762;
- float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11771 = temp_output_1_0_g11762;
- float temp_output_179_0_g11771 = temp_output_39_0_g11762;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb *
- temp_output_82_0_g11771);
- #else
- float3 staticSwitch187_g11771 = temp_output_82_0_g11771;
- #endif
- float linValue16_g11773 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11771 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771);
- float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772);
- float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11771))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(
- 0, 1)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((
- _InnerOutlineWidth * float2(0.705, 0.705))
- * temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(-0.705, 0.705)) * temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705))
- *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11771))).a)));
- float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771,
- temp_output_178_0_g11771);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a);
- #else
- float staticSwitch188_g11771 = temp_output_15_0_g11771.a;
- #endif
- float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771));
- float4 staticSwitch12_g11762 = appendResult177_g11771;
- #else
- float4 staticSwitch12_g11762 = staticSwitch38_g11762;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11799 = staticSwitch12_g11762;
- float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11799 = temp_output_1_0_g11762;
- float temp_output_186_0_g11799 = temp_output_39_0_g11762;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb *
- temp_output_82_0_g11799);
- #else
- float3 staticSwitch199_g11799 = temp_output_82_0_g11799;
- #endif
- float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11799 = 1.0;
- #else
- float staticSwitch203_g11799 = temp_output_182_0_g11799;
- #endif
- float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float linValue16_g11800 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11799 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799);
- float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801);
- float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth * float2(
- 0, -1)) *
- temp_output_25_0_g11799))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth
- * float2(1, 0)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11799)))
- .a), tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11799))).a) * 3.0), 1.0),
- _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799);
- #else
- float staticSwitch200_g11799 = lerpResult168_g11799;
- #endif
- float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799));
- float4 staticSwitch13_g11762 = appendResult174_g11799;
- #else
- float4 staticSwitch13_g11762 = staticSwitch12_g11762;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11776 = staticSwitch13_g11762;
- float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11776 = temp_output_1_0_g11762;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb *
- temp_output_82_0_g11776);
- #else
- float3 staticSwitch199_g11776 = temp_output_82_0_g11776;
- #endif
- float temp_output_213_0_g11776 = (_PixelOutlineFade * step(
- temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min(
- (temp_output_213_0_g11776 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11776 = 1.0;
- #else
- float staticSwitch203_g11776 = temp_output_182_0_g11776;
- #endif
- float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776);
- float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) *
- temp_output_209_0_g11776))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11776))).a) * 3.0), 1.0),
- temp_output_213_0_g11776);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776);
- #else
- float staticSwitch200_g11776 = lerpResult168_g11776;
- #endif
- float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776));
- float4 staticSwitch48_g11762 = appendResult174_g11776;
- #else
- float4 staticSwitch48_g11762 = staticSwitch13_g11762;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11763 = staticSwitch48_g11762;
- float4 break2_g11764 = temp_output_5_0_g11763;
- float4 appendResult12_g11763 = (float4(
- ((lerpResult15_g11763 * _PingPongGlowFade * pow(
- max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y +
- break2_g11764.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb),
- temp_output_5_0_g11763.a));
- float4 staticSwitch46_g11762 = appendResult12_g11763;
- #else
- float4 staticSwitch46_g11762 = staticSwitch48_g11762;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11762;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11804 = temp_output_361_0;
- float4 break2_g11805 = temp_output_1_0_g11804;
- float temp_output_44_0_g11804 = unity_OrthoParams.y;
- float4 appendResult22_g11804 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.
- y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 *
- 0.2)) + positionWS.y) / temp_output_44_0_g11804) *
- _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11804.a)));
- float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11804;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11807 = staticSwitch56;
- float4 break2_g11809 = temp_output_1_0_g11807;
- float temp_output_34_0_g11807 = shaderTime237;
- float linValue16_g11808 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808);
- float3 hsvTorgb3_g11810 = HSVToRGB(float3(
- (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y +
- break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness *
- hsvTorgb3_g11810), glitchFade152);
- float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch57 = appendResult27_g11807;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11811 = staticSwitch57;
- float4 temp_output_1_0_g11841 = temp_output_3_0_g11811;
- float2 temp_output_41_0_g11811 = shaderPosition235;
- float2 temp_output_99_0_g11841 = temp_output_41_0_g11811;
- float temp_output_40_0_g11811 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11841) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11841);
- #else
- float2 staticSwitch101_g11841 = temp_output_99_0_g11841;
- #endif
- float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843);
- float clampResult52_g11841 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841),
- clampResult52_g11841);
- float linValue16_g11845 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845);
- float clampResult65_g11841 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841),
- clampResult65_g11841);
- float4 break2_g11844 = temp_output_1_0_g11841;
- float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb,
- ((lerpResult68_g11841).rgb * pow(
- max(((break2_g11844.x + break2_g11844.x + break2_g11844
- .y + break2_g11844.y + break2_g11844.y + break2_g11844.z) /
- 6.0),
- 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a));
- float4 staticSwitch26_g11811 = appendResult7_g11841;
- #else
- float4 staticSwitch26_g11811 = temp_output_3_0_g11811;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11834 = staticSwitch26_g11811;
- float temp_output_59_0_g11834 = temp_output_40_0_g11811;
- float2 temp_output_58_0_g11834 = temp_output_41_0_g11811;
- float linValue16_g11835 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11834) *
- _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835);
- float linValue16_g11837 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) +
- ((
- temp_output_59_0_g11834 * _MetalNoiseSpeed) +
- temp_output_58_0_g11834)) *
- _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837);
- float4 break2_g11836 = temp_output_1_0_g11834;
- float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y +
- break2_g11836.y + break2_g11836.z) / 6.0);
- float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a));
- #else
- float staticSwitch60_g11834 = _MetalFade;
- #endif
- float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11834);
- float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a));
- float4 staticSwitch28_g11811 = appendResult8_g11834;
- #else
- float4 staticSwitch28_g11811 = staticSwitch26_g11811;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11826 = staticSwitch28_g11811;
- float4 break2_g11827 = temp_output_1_0_g11826;
- float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y +
- break2_g11827.y + break2_g11827.z) / 6.0);
- float2 temp_output_72_0_g11826 = temp_output_41_0_g11811;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float temp_output_73_0_g11826 = temp_output_40_0_g11811;
- float linValue16_g11830 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830);
- float linValue16_g11831 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11830 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11826)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831);
- float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb,
- ((pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11828),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a));
- float4 staticSwitch29_g11811 = appendResult26_g11826;
- #else
- float4 staticSwitch29_g11811 = staticSwitch28_g11811;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11820 = staticSwitch29_g11811;
- float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb;
- float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0);
- float2 temp_output_72_0_g11820 = temp_output_41_0_g11811;
- float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823);
- float linValue16_g11821 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11820) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821);
- float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0,
- 1.0);
- float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822);
- float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + (
- localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0);
- float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820,
- (pow(
- max(((break2_g11824.x + break2_g11824.x + break2_g11824.y +
- break2_g11824.y + break2_g11824.y + break2_g11824.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11820) + (_BurnInsideColor).rgb)),
- clampResult18_g11820);
- float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820,
- (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step(
- 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a));
- float4 staticSwitch32_g11811 = appendResult43_g11820;
- #else
- float4 staticSwitch32_g11811 = staticSwitch29_g11811;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11816 = temp_output_41_0_g11811;
- float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817);
- float3 hsvTorgb3_g11819 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819);
- float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation,
- (hsvTorgb36_g11816.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11816 = staticSwitch32_g11811;
- float4 break2_g11818 = temp_output_1_0_g11816;
- float saferPower24_g11816 = abs(
- ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y +
- break2_g11818.z) / 6.0));
- float4 appendResult29_g11816 = (float4(
- ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a));
- float4 staticSwitch34_g11811 = appendResult29_g11816;
- #else
- float4 staticSwitch34_g11811 = staticSwitch32_g11811;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11812 = staticSwitch34_g11811;
- float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb;
- float4 break2_g11814 = temp_output_1_0_g11812;
- float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y +
- break2_g11814.y + break2_g11814.z) / 6.0)).xxx;
- float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11811),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11812 = clamp(
- (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a));
- #else
- float staticSwitch98_g11812 = _ShineFade;
- #endif
- float4 appendResult8_g11812 = (float4(
- (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 *
- staticSwitch98_g11812)), (temp_output_1_0_g11812).a));
- float4 staticSwitch36_g11811 = appendResult8_g11812;
- #else
- float4 staticSwitch36_g11811 = staticSwitch34_g11811;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11847 = temp_output_40_0_g11811;
- float linValue16_g11849 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11811) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849);
- float3 temp_output_24_0_g11847 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11847 = staticSwitch36_g11811;
- float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
- float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0);
- float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847,
- (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x +
- break2_g11848.y + break2_g11848.y + break2_g11848.y +
- break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11847 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847),
- temp_output_1_0_g11847.a));
- float4 staticSwitch39_g11811 = appendResult27_g11847;
- #else
- float4 staticSwitch39_g11811 = staticSwitch36_g11811;
- #endif
- float4 temp_output_10_0_g11851 = staticSwitch39_g11811;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb;
- float2 temp_output_2_0_g11851 = temp_output_41_0_g11811;
- float temp_output_1_0_g11851 = temp_output_40_0_g11811;
- float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed);
- float linValue16_g11854 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float linValue16_g11852 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852);
- float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852);
- float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5);
- float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11851);
- float3 hsvTorgb53_g11851 = HSVToRGB(float3(
- ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11851 = hsvTorgb53_g11851;
- #else
- float3 staticSwitch50_g11851 = lerpResult42_g11851;
- #endif
- float4 break2_g11853 = temp_output_10_0_g11851;
- float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow(
- max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y +
- break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851,
- temp_output_45_0_g11851);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11851 = lerpResult44_g11851;
- #else
- float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 *
- temp_output_45_0_g11851));
- #endif
- float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a));
- float4 staticSwitch11_g11851 = appendResult19_g11851;
- #else
- float4 staticSwitch11_g11851 = temp_output_10_0_g11851;
- #endif
- float4 temp_output_1_0_g11856 = staticSwitch11_g11851;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11856 = temp_output_1_0_g11856;
- float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b));
- float4 break2_g11857 = temp_output_1_0_g11856;
- float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y +
- break2_g11857.y + break2_g11857.z) / 6.0);
- float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11856 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11856 = hsvTorgb12_g11856;
- #else
- float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11856 = lerp(appendResult32_g11856,
- (staticSwitch26_g11856 * pow(
- max(temp_output_4_0_g11856, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a));
- float4 staticSwitch33_g11856 = appendResult6_g11856;
- #else
- float4 staticSwitch33_g11856 = temp_output_1_0_g11856;
- #endif
- float4 temp_output_5_0_g11863 = staticSwitch33_g11856;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11863 = temp_output_5_0_g11863;
- float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b));
- float temp_output_27_0_g11863 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11863));
- #else
- float2 staticSwitch73_g11863 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11863);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11864 = _TextureLayer1Columns;
- int Height10_g11864 = _TextureLayer1Rows;
- float Tile10_g11864 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame));
- float2 Invert10_g11864 = float2(0, 1);
- float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864(
- UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864;
- #else
- float2 staticSwitch20_g11863 = temp_output_72_0_g11863;
- #endif
- float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863);
- float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b));
- float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863);
- float4 break2_g11865 = temp_output_5_0_g11863;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11863 = (pow(
- max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y +
- break2_g11865.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863);
- #else
- float3 staticSwitch80_g11863 = temp_output_16_0_g11863;
- #endif
- float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863,
- (tex2DNode3_g11863.a * _TextureLayer1Fade));
- float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a));
- float4 staticSwitch15_g11863 = appendResult14_g11863;
- #else
- float4 staticSwitch15_g11863 = temp_output_5_0_g11863;
- #endif
- float4 temp_output_5_0_g11859 = staticSwitch15_g11863;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11859 = temp_output_5_0_g11859;
- float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b));
- float temp_output_27_0_g11859 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11859));
- #else
- float2 staticSwitch73_g11859 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11859);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11860 = _TextureLayer2Columns;
- int Height10_g11860 = _TextureLayer2Rows;
- float Tile10_g11860 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame));
- float2 Invert10_g11860 = float2(0, 1);
- float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860(
- UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860;
- #else
- float2 staticSwitch20_g11859 = temp_output_72_0_g11859;
- #endif
- float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859);
- float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b));
- float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859);
- float4 break2_g11861 = temp_output_5_0_g11859;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11859 = (pow(
- max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y +
- break2_g11861.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859);
- #else
- float3 staticSwitch84_g11859 = temp_output_16_0_g11859;
- #endif
- float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859,
- (tex2DNode3_g11859.a * _TextureLayer2Fade));
- float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a));
- float4 staticSwitch15_g11859 = appendResult14_g11859;
- #else
- float4 staticSwitch15_g11859 = temp_output_5_0_g11859;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11859;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11867 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b,
- (break4_g11867.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11867;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11868 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11670))
- : (clampResult154_g11670));
- float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b,
- (break4_g11868.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11868;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11869 = staticSwitch75;
- float4 temp_output_1_0_g11870 = temp_output_1_0_g11869;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11869 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11871 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871);
- float clampResult17_g11870 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) /
- temp_output_53_0_g11870), 0.0, 1.0);
- float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb,
- (temp_output_1_0_g11870.a * clampResult17_g11870)));
- float4 staticSwitch3_g11869 = appendResult3_g11870;
- #else
- float4 staticSwitch3_g11869 = temp_output_1_0_g11869;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11879 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879);
- float temp_output_5_0_g11878 = localMyCustomExpression16_g11879;
- float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade);
- float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11878 = staticSwitch3_g11869;
- float4 appendResult3_g11878 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step(
- temp_output_5_0_g11878,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + (
- temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878)));
- float4 staticSwitch5_g11869 = appendResult3_g11878;
- #else
- float4 staticSwitch5_g11869 = staticSwitch3_g11869;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11880 = staticSwitch5_g11869;
- float2 temp_output_76_0_g11880 = temp_output_18_0_g11869;
- float linValue16_g11881 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881);
- float clampResult17_g11880 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + (
- localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb,
- (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11880))
- : (clampResult17_g11880)))));
- float4 staticSwitch8_g11869 = appendResult3_g11880;
- #else
- float4 staticSwitch8_g11869 = staticSwitch5_g11869;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11876 = temp_output_18_0_g11869;
- float linValue16_g11877 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877);
- float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + (
- localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade);
- float temp_output_76_0_g11876 = step(temp_output_65_0_g11876,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11876 = staticSwitch8_g11869;
- float4 appendResult3_g11876 = (float4(
- ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11876).rgb),
- (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11876))
- : (temp_output_75_0_g11876)))));
- float4 staticSwitch9_g11869 = appendResult3_g11876;
- #else
- float4 staticSwitch9_g11869 = staticSwitch8_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11872 = staticSwitch9_g11869;
- float2 temp_output_161_0_g11872 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11872 = rotatedValue136_g11872;
- float linValue16_g11873 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873);
- float clampResult154_g11872 = clamp(
- ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb,
- (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11872))
- : (clampResult154_g11872)))));
- float4 staticSwitch11_g11869 = appendResult3_g11872;
- #else
- float4 staticSwitch11_g11869 = staticSwitch9_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11874 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11874 = rotatedValue136_g11874;
- float linValue16_g11875 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875);
- float temp_output_168_0_g11874 = max(
- ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874)));
- float4 temp_output_1_0_g11874 = staticSwitch11_g11869;
- float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0);
- float4 appendResult3_g11874 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb),
- (temp_output_1_0_g11874.a * clampResult154_g11874)));
- float4 staticSwitch15_g11869 = appendResult3_g11874;
- #else
- float4 staticSwitch15_g11869 = staticSwitch11_g11869;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11882 = staticSwitch15_g11869;
- float2 temp_output_126_0_g11882 = temp_output_18_0_g11869;
- float temp_output_121_0_g11882 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882));
- float temp_output_17_0_g11883 = length(
- ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11883));
- float clampResult17_g11882 = clamp(
- saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0);
- float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb,
- (temp_output_1_0_g11882.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11882))
- : (clampResult17_g11882)))));
- float4 staticSwitch13_g11869 = appendResult3_g11882;
- #else
- float4 staticSwitch13_g11869 = staticSwitch15_g11869;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11885 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885.
- a));
- #else
- float3 staticSwitch16_g11885 = temp_output_3_0_g11885;
- #endif
- float4 temp_output_1_0_g11885 = staticSwitch13_g11869;
- float4 break2_g11887 = temp_output_1_0_g11885;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow(
- max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y +
- break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11885 = staticSwitch16_g11885;
- #endif
- float4 appendResult6_g11885 = (float4(
- ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb),
- temp_output_1_0_g11885.a));
- float4 staticSwitch5_g11884 = appendResult6_g11885;
- #else
- float4 staticSwitch5_g11884 = staticSwitch13_g11869;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11888 = staticSwitch5_g11884;
- float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11888.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade));
- float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a));
- float4 staticSwitch11_g11884 = appendResult13_g11888;
- #else
- float4 staticSwitch11_g11884 = staticSwitch5_g11884;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11889 = staticSwitch11_g11884;
- float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889.
- a));
- #else
- float3 staticSwitch21_g11889 = temp_output_6_0_g11889;
- #endif
- float4 break2_g11891 = temp_output_1_0_g11889;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11889 = (pow(
- max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y +
- break2_g11891.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889);
- #else
- float3 staticSwitch22_g11889 = staticSwitch21_g11889;
- #endif
- float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade);
- float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a));
- float4 staticSwitch7_g11884 = appendResult9_g11889;
- #else
- float4 staticSwitch7_g11884 = staticSwitch11_g11884;
- #endif
- float4 temp_output_2_0_g11892 = staticSwitch7_g11884;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11894 = temp_output_2_0_g11892;
- float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b));
- float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11893) *
- _ShadowOffset))).a)));
- float4 break6_g11894 = appendResult85_g11892;
- float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b));
- float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a);
- float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894);
- float4 appendResult18_g11894 = (float4(
- (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * (
- 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894));
- float4 staticSwitch82_g11892 = appendResult18_g11894;
- #else
- float4 staticSwitch82_g11892 = temp_output_2_0_g11892;
- #endif
- float4 break4_g11895 = staticSwitch82_g11892;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11753 = 1.0;
- #else
- float staticSwitch8_g11753 = IN.color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11753 = 1.0;
- #else
- float staticSwitch9_g11753 = staticSwitch8_g11753;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11753;
- float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b,
- (break4_g11895.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11895;
- float4 temp_output_1_0_g11898 = temp_output_344_0;
- float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.color).rgb),
- temp_output_1_0_g11898.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11898;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11905 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11905 = (float4(
- ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a));
- float4 staticSwitch6_g11905 = appendResult2_g11905;
- #else
- float4 staticSwitch6_g11905 = temp_output_7_0_g11905;
- #endif
-
- float4 Color = staticSwitch6_g11905;
-
- #if defined(DEBUG_DISPLAY)
- SurfaceData2D surfaceData;
- InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
- InputData2D inputData;
- InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
- half4 debugColor = 0;
-
- SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
-
- if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
- {
- return debugColor;
- }
- #endif
-
- #if ETC1_EXTERNAL_ALPHA
- float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
- Color.a = lerp(Color.a, alpha.r, _EnableAlphaTexture);
- #endif
-
- Color *= IN.color;
- return Color;
- }
- ENDHLSL
- }
-
+ #define SHADERPASS SHADERPASS_SPRITEFORWARD
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPRedTint;
+ float4 _RecolorRGBYCPYellowTint;
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ float4 _RecolorRGBGreenTint;
+ float4 _RecolorRGBRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ float4 _MetalColor;
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowMask_ST;
+ float4 _SineGlowColor;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineTextureSpeed;
+ float2 _InnerOutlineNoiseSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ float2 _FrozenHighlightDistortionSpeed;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2ScrollSpeed;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ float _RainbowSaturation;
+ float _RainbowBrightness;
+ float _RainbowContrast;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ float _FrozenHighlightDensity;
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ int _TextureLayer2Columns;
+ int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
+ float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ float _ShineRotation;
+ float _ShineFrequency;
+ float _ShineSpeed;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedReduce;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ float _EnchantedRainbowSpeed;
+ float _EnchantedRainbowDensity;
+ float _EnchantedBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeSmoothness;
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFrequency;
+ #endif
+ float _MaskBrightness;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueContrast;
+ float _AddHueSaturation;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceRange;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameNoiseFactor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ float _InkSpreadContrast;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ #endif
+ float _NormalIntensity;
+
+
+
+ struct VertexInput
+ {
+ float3 positionOS : POSITION;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 uv0 : TEXCOORD0;
+ float4 color : COLOR;
+
+ UNITY_SKINNED_VERTEX_INPUTS
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct VertexOutput
+ {
+ float4 positionCS : SV_POSITION;
+ float4 texCoord0 : TEXCOORD0;
+ float4 color : TEXCOORD1;
+ float3 positionWS : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #if ETC1_EXTERNAL_ALPHA
+ TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
+ float _EnableAlphaTexture;
+ #endif
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11757( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11755( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11666( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11668( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11669( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11672( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11762( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11763( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11815( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11799( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11862( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11864( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11858( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11850( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11844( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11879( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11898( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11906( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11908( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11904( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11900( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11902( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ VertexOutput vert( VertexInput v )
+ {
+ VertexOutput o = (VertexOutput)0;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ UNITY_SKINNED_VERTEX_COMPUTE( v );
+
+ v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11923 = fixedUV475;
+ float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11926 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ float temp_output_8_0_g11926 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 );
+ #else
+ float2 staticSwitch4_g11926 = temp_output_2_0_g11926;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11927 = temp_output_8_0_g11926;
+ float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) );
+ float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 );
+ #else
+ float2 staticSwitch6_g11926 = staticSwitch4_g11926;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11926 = staticSwitch6_g11926;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11926;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (v.positionOS).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord3 = screenPos;
+
+ o.ase_texcoord4 = float4(v.positionOS,1);
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.positionOS;
+ #else
+ float3 defaultVertexValue = float3( 0, 0, 0 );
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.positionOS = vertexValue;
+ #else
+ v.positionOS += vertexValue;
+ #endif
+ v.normal = v.normal;
+ v.tangent.xyz = v.tangent.xyz;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
+
+ o.positionCS = vertexInput.positionCS;
+ o.positionWS = vertexInput.positionWS;
+ o.texCoord0 = v.uv0;
+ o.color = v.color;
+
+ return o;
+ }
+
+ half4 frag( VertexOutput IN ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
+
+ float4 positionCS = IN.positionCS;
+ float3 positionWS = IN.positionWS;
+
+ float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord3;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11665 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11666 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11666 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11666 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11666 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11666 = _WindXPosition;
+ #else
+ float staticSwitch111_g11666 = transform62_g11666.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11666 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11666 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11666 = WindTime;
+ #endif
+ float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 );
+ float x101_g11666 = temp_output_50_0_g11666;
+ float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 );
+ float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
+ float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11666 = simplePerlin2D121_g11666;
+ #else
+ float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 );
+ #endif
+ float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666);
+ float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
+ float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip );
+ float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 )));
+ float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) );
+ float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
+ #else
+ float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
+ #endif
+ float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (IN.ase_texcoord4.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11667 = shaderPosition235;
+ float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 );
+ float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
+ float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11665;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11670 = shaderPosition235;
+ float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
+ float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11670 = rotatedValue136_g11670;
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11760 = unity_OrthoParams.y;
+ float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + positionWS.y ) / temp_output_81_0_g11760 );
+ float2 temp_cast_4 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 );
+ float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 );
+ float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11761 = appendResult2_g11761;
+ #else
+ float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11673 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11673;
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11775 = staticSwitch62;
+ float2 temp_output_26_0_g11775 = shaderPosition235;
+ float temp_output_25_0_g11775 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785);
+ float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11784 = appendResult2_g11784;
+ #else
+ float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 );
+ #endif
+ float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) );
+ #else
+ float staticSwitch29_g11782 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) );
+ #else
+ float2 staticSwitch5_g11775 = temp_output_1_0_g11775;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11781 = staticSwitch5_g11775;
+ float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11775 = staticSwitch5_g11775;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy;
+ #else
+ float2 staticSwitch9_g11775 = staticSwitch7_g11775;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy;
+ #else
+ float2 staticSwitch16_g11775 = staticSwitch9_g11775;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 );
+ #else
+ float2 staticSwitch14_g11775 = staticSwitch16_g11775;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11775 = clampResult46_g11777;
+ #else
+ float2 staticSwitch4_g11775 = staticSwitch14_g11775;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11775 = staticSwitch4_g11775;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch24_g11775;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y );
+ #else
+ float staticSwitch18_g11786 = temp_output_7_0_g11786;
+ #endif
+ float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0));
+ float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 );
+ #else
+ float2 staticSwitch13_g11786 = temp_output_1_0_g11786;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11786;
+ float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11787 = staticSwitch485;
+ float2 break11_g11787 = float2( 0,0 );
+ float2 break10_g11787 = float2( 1,1 );
+ float2 break9_g11787 = spriteRectMin376;
+ float2 break8_g11787 = spriteRectMax377;
+ float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11733 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11734 = _MainTex;
+ float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
+ float2 uvs3_g11734 = temp_output_1_0_g11733;
+ float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 );
+ float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
+ #else
+ float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11745 = temp_output_10_0_g11735;
+ float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 );
+ float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
+ float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
+ float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745));
+ float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11735;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float temp_output_2_0_g11742 = temp_output_10_0_g11735;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11735;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11733 = staticSwitch8_g11733;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
+ float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 );
+ float temp_output_2_0_g11749 = _SharpenOffset;
+ float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
+ float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749));
+ float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 );
+ float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
+ float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 );
+ float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748));
+ float4 staticSwitch12_g11733 = appendResult24_g11748;
+ #else
+ float4 staticSwitch12_g11733 = staticSwitch3_g11733;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11733;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11752 = temp_output_471_0;
+ float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a));
+ float4 staticSwitch354 = appendResult8_g11752;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11766 = originalColor191;
+ float4 temp_output_1_0_g11767 = temp_output_1_0_g11766;
+ float2 temp_output_7_0_g11766 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11767 = temp_output_7_0_g11766;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a )));
+ float4 staticSwitch2_g11766 = appendResult31_g11767;
+ #else
+ float4 staticSwitch2_g11766 = temp_output_1_0_g11766;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11769 = staticSwitch2_g11766;
+ float2 temp_output_57_0_g11769 = temp_output_7_0_g11766;
+ float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 );
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ float clampResult37_g11769 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11766 = appendResult13_g11769;
+ #else
+ float4 staticSwitch3_g11766 = staticSwitch2_g11766;
+ #endif
+ float4 temp_output_1_0_g11771 = staticSwitch3_g11766;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11772 = temp_output_1_0_g11771;
+ float2 appendResult4_g11772 = (float2(positionWS.x , positionWS.y));
+ float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a));
+ float4 staticSwitch2_g11771 = appendResult42_g11772;
+ #else
+ float4 staticSwitch2_g11771 = temp_output_1_0_g11771;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11773 = finalUV146;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness );
+ float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773));
+ float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 );
+ #else
+ float4 staticSwitch6_g11771 = staticSwitch2_g11771;
+ #endif
+ float4 temp_output_3_0_g11788 = staticSwitch6_g11771;
+ float4 temp_output_1_0_g11820 = temp_output_3_0_g11788;
+ float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0));
+ float2 temp_output_1_0_g11788 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch81_g11820 = appendResult91_g11820;
+ #endif
+ float3 break82_g11820 = (staticSwitch81_g11820).xyz;
+ float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 );
+ float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b));
+ float4 break2_g11821 = temp_output_1_0_g11820;
+ float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) );
+ float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade ));
+ float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a));
+ float4 staticSwitch43_g11788 = appendResult30_g11820;
+ #else
+ float4 staticSwitch43_g11788 = temp_output_3_0_g11788;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11818 = staticSwitch43_g11788;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch62_g11818 = temp_output_1_0_g11818;
+ #endif
+ float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb );
+ float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.8333333 )
+ ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.6666667 )
+ ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11818 = ifLocalVar46_g11818;
+ float4 ifLocalVar47_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.3333333 )
+ ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.1666667 )
+ ifLocalVar45_g11818 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11818 = ifLocalVar47_g11818;
+ float4 ifLocalVar35_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.5 )
+ ifLocalVar35_g11818 = ifLocalVar44_g11818;
+ else
+ ifLocalVar35_g11818 = ifLocalVar45_g11818;
+ float4 break55_g11818 = ifLocalVar35_g11818;
+ float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b));
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) );
+ float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch9_g11788 = appendResult30_g11818;
+ #else
+ float4 staticSwitch9_g11788 = staticSwitch43_g11788;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11792 = staticSwitch9_g11788;
+ float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb;
+ float3 In115_g11792 = temp_output_2_0_g11792;
+ float3 From115_g11792 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11792 = _ColorReplaceSmoothness;
+ float Range115_g11792 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 );
+ float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade);
+ float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a));
+ float4 staticSwitch29_g11788 = appendResult4_g11792;
+ #else
+ float4 staticSwitch29_g11788 = staticSwitch9_g11788;
+ #endif
+ float4 temp_output_1_0_g11805 = staticSwitch29_g11788;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb;
+ float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade);
+ float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch4_g11805 = appendResult8_g11805;
+ #else
+ float4 staticSwitch4_g11805 = temp_output_1_0_g11805;
+ #endif
+ float4 temp_output_57_0_g11788 = staticSwitch4_g11805;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11828 = temp_output_57_0_g11788;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a));
+ float4 staticSwitch32_g11788 = appendResult4_g11828;
+ #else
+ float4 staticSwitch32_g11788 = temp_output_57_0_g11788;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11803 = staticSwitch32_g11788;
+ float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a));
+ float4 staticSwitch33_g11788 = appendResult6_g11803;
+ #else
+ float4 staticSwitch33_g11788 = staticSwitch32_g11788;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11804 = staticSwitch33_g11788;
+ float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb );
+ float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) );
+ float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a));
+ float4 staticSwitch36_g11788 = appendResult8_g11804;
+ #else
+ float4 staticSwitch36_g11788 = staticSwitch33_g11788;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11822 = staticSwitch36_g11788;
+ float4 break2_g11823 = temp_output_1_0_g11822;
+ float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 );
+ float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822);
+ float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a));
+ float4 staticSwitch30_g11788 = appendResult18_g11822;
+ #else
+ float4 staticSwitch30_g11788 = staticSwitch36_g11788;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11800 = staticSwitch30_g11788;
+ float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb;
+ float4 break12_g11800 = temp_output_1_0_g11800;
+ float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade);
+ float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a));
+ float4 staticSwitch20_g11788 = appendResult11_g11800;
+ #else
+ float4 staticSwitch20_g11788 = staticSwitch30_g11788;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11814 = staticSwitch20_g11788;
+ float4 break2_g11816 = temp_output_1_0_g11814;
+ float2 temp_output_65_0_g11814 = shaderPosition235;
+ float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 );
+ float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 ));
+ float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a));
+ float4 staticSwitch17_g11788 = appendResult9_g11814;
+ #else
+ float4 staticSwitch17_g11788 = staticSwitch20_g11788;
+ #endif
+ float temp_output_39_0_g11788 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11806 = staticSwitch17_g11788;
+ float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb );
+ float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) );
+ float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch19_g11788 = appendResult6_g11806;
+ #else
+ float4 staticSwitch19_g11788 = staticSwitch17_g11788;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11810 = staticSwitch19_g11788;
+ float4 break2_g11812 = temp_output_1_0_g11810;
+ float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) );
+ #else
+ float staticSwitch33_g11810 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a));
+ float4 staticSwitch23_g11788 = appendResult6_g11810;
+ #else
+ float4 staticSwitch23_g11788 = staticSwitch19_g11788;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11807 = staticSwitch23_g11788;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a );
+ #else
+ float3 staticSwitch27_g11807 = temp_output_13_0_g11807;
+ #endif
+ float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a));
+ float4 staticSwitch28_g11788 = appendResult21_g11807;
+ #else
+ float4 staticSwitch28_g11788 = staticSwitch23_g11788;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11795 = staticSwitch28_g11788;
+ float4 break2_g11796 = temp_output_1_0_g11795;
+ float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation);
+ float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a));
+ float4 staticSwitch38_g11788 = appendResult8_g11795;
+ #else
+ float4 staticSwitch38_g11788 = staticSwitch28_g11788;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11797 = staticSwitch38_g11788;
+ float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11797 = temp_output_1_0_g11788;
+ float temp_output_179_0_g11797 = temp_output_39_0_g11788;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 );
+ #else
+ float3 staticSwitch187_g11797 = temp_output_82_0_g11797;
+ #endif
+ float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11797 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11797 = staticSwitch9_g11798;
+ float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) );
+ float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a );
+ #else
+ float staticSwitch188_g11797 = temp_output_15_0_g11797.a;
+ #endif
+ float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797));
+ float4 staticSwitch12_g11788 = appendResult177_g11797;
+ #else
+ float4 staticSwitch12_g11788 = staticSwitch38_g11788;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11825 = staticSwitch12_g11788;
+ float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11825 = temp_output_1_0_g11788;
+ float temp_output_186_0_g11825 = temp_output_39_0_g11788;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 );
+ #else
+ float3 staticSwitch199_g11825 = temp_output_82_0_g11825;
+ #endif
+ float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11825 = 1.0;
+ #else
+ float staticSwitch203_g11825 = temp_output_182_0_g11825;
+ #endif
+ float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11825 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 );
+ float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11827 = appendResult2_g11827;
+ #else
+ float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 );
+ #endif
+ float2 temp_output_25_0_g11825 = staticSwitch9_g11827;
+ float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 );
+ #else
+ float staticSwitch200_g11825 = lerpResult168_g11825;
+ #endif
+ float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825));
+ float4 staticSwitch13_g11788 = appendResult174_g11825;
+ #else
+ float4 staticSwitch13_g11788 = staticSwitch12_g11788;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11802 = staticSwitch13_g11788;
+ float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11802 = temp_output_1_0_g11788;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 );
+ #else
+ float3 staticSwitch199_g11802 = temp_output_82_0_g11802;
+ #endif
+ float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11802 = 1.0;
+ #else
+ float staticSwitch203_g11802 = temp_output_182_0_g11802;
+ #endif
+ float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 );
+ float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 );
+ #else
+ float staticSwitch200_g11802 = lerpResult168_g11802;
+ #endif
+ float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802));
+ float4 staticSwitch48_g11788 = appendResult174_g11802;
+ #else
+ float4 staticSwitch48_g11788 = staticSwitch13_g11788;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11789 = staticSwitch48_g11788;
+ float4 break2_g11790 = temp_output_5_0_g11789;
+ float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a));
+ float4 staticSwitch46_g11788 = appendResult12_g11789;
+ #else
+ float4 staticSwitch46_g11788 = staticSwitch48_g11788;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11788;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11830 = temp_output_361_0;
+ float4 break2_g11831 = temp_output_1_0_g11830;
+ float temp_output_44_0_g11830 = unity_OrthoParams.y;
+ float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a )));
+ float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11830;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11833 = staticSwitch56;
+ float4 break2_g11835 = temp_output_1_0_g11833;
+ float temp_output_34_0_g11833 = shaderTime237;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152);
+ float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch57 = appendResult27_g11833;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11838 = staticSwitch57;
+ float4 temp_output_1_0_g11868 = temp_output_3_0_g11838;
+ float2 temp_output_41_0_g11838 = shaderPosition235;
+ float2 temp_output_99_0_g11868 = temp_output_41_0_g11838;
+ float temp_output_40_0_g11838 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 );
+ #else
+ float2 staticSwitch101_g11868 = temp_output_99_0_g11868;
+ #endif
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868);
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868);
+ float4 break2_g11871 = temp_output_1_0_g11868;
+ float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a));
+ float4 staticSwitch26_g11838 = appendResult7_g11868;
+ #else
+ float4 staticSwitch26_g11838 = temp_output_3_0_g11838;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11861 = staticSwitch26_g11838;
+ float temp_output_59_0_g11861 = temp_output_40_0_g11838;
+ float2 temp_output_58_0_g11861 = temp_output_41_0_g11838;
+ float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 );
+ float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 );
+ float4 break2_g11863 = temp_output_1_0_g11861;
+ float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 );
+ float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) );
+ #else
+ float staticSwitch60_g11861 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861);
+ float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a));
+ float4 staticSwitch28_g11838 = appendResult8_g11861;
+ #else
+ float4 staticSwitch28_g11838 = staticSwitch26_g11838;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11853 = staticSwitch28_g11838;
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float2 temp_output_72_0_g11853 = temp_output_41_0_g11838;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float temp_output_73_0_g11853 = temp_output_40_0_g11838;
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 );
+ float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a));
+ float4 staticSwitch29_g11838 = appendResult26_g11853;
+ #else
+ float4 staticSwitch29_g11838 = staticSwitch28_g11838;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11847 = staticSwitch29_g11838;
+ float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
+ float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 );
+ float2 temp_output_72_0_g11847 = temp_output_41_0_g11838;
+ float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 );
+ float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847);
+ float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a));
+ float4 staticSwitch32_g11838 = appendResult43_g11847;
+ #else
+ float4 staticSwitch32_g11838 = staticSwitch29_g11838;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11843 = temp_output_41_0_g11838;
+ float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 );
+ float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 );
+ float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11843 = staticSwitch32_g11838;
+ float4 break2_g11845 = temp_output_1_0_g11843;
+ float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) );
+ float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a));
+ float4 staticSwitch34_g11838 = appendResult29_g11843;
+ #else
+ float4 staticSwitch34_g11838 = staticSwitch32_g11838;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11839 = staticSwitch34_g11838;
+ float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb;
+ float4 break2_g11841 = temp_output_1_0_g11839;
+ float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) );
+ #else
+ float staticSwitch98_g11839 = _ShineFade;
+ #endif
+ float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a));
+ float4 staticSwitch36_g11838 = appendResult8_g11839;
+ #else
+ float4 staticSwitch36_g11838 = staticSwitch34_g11838;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11874 = temp_output_40_0_g11838;
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float3 temp_output_24_0_g11874 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11874 = staticSwitch36_g11838;
+ float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb;
+ float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 );
+ float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a));
+ float4 staticSwitch39_g11838 = appendResult27_g11874;
+ #else
+ float4 staticSwitch39_g11838 = staticSwitch36_g11838;
+ #endif
+ float4 temp_output_10_0_g11878 = staticSwitch39_g11838;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb;
+ float2 temp_output_2_0_g11878 = temp_output_41_0_g11838;
+ float temp_output_1_0_g11878 = temp_output_40_0_g11838;
+ float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed );
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 );
+ float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 );
+ float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 );
+ float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878);
+ float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11878 = hsvTorgb53_g11878;
+ #else
+ float3 staticSwitch50_g11878 = lerpResult42_g11878;
+ #endif
+ float4 break2_g11880 = temp_output_10_0_g11878;
+ float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11878 = lerpResult44_g11878;
+ #else
+ float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) );
+ #endif
+ float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a));
+ float4 staticSwitch11_g11878 = appendResult19_g11878;
+ #else
+ float4 staticSwitch11_g11878 = temp_output_10_0_g11878;
+ #endif
+ float4 temp_output_1_0_g11883 = staticSwitch11_g11878;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11883 = temp_output_1_0_g11883;
+ float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b));
+ float4 break2_g11884 = temp_output_1_0_g11883;
+ float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 );
+ float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11883 = hsvTorgb12_g11883;
+ #else
+ float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a));
+ float4 staticSwitch33_g11883 = appendResult6_g11883;
+ #else
+ float4 staticSwitch33_g11883 = temp_output_1_0_g11883;
+ #endif
+ float4 temp_output_5_0_g11890 = staticSwitch33_g11883;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11890 = temp_output_5_0_g11890;
+ float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b));
+ float temp_output_27_0_g11890 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) );
+ #else
+ float2 staticSwitch73_g11890 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11891 = _TextureLayer1Columns;
+ int Height10_g11891 = _TextureLayer1Rows;
+ float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11891 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891;
+ #else
+ float2 staticSwitch20_g11890 = temp_output_72_0_g11890;
+ #endif
+ float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 );
+ float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b));
+ float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 );
+ float4 break2_g11892 = temp_output_5_0_g11890;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 );
+ #else
+ float3 staticSwitch80_g11890 = temp_output_16_0_g11890;
+ #endif
+ float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a));
+ float4 staticSwitch15_g11890 = appendResult14_g11890;
+ #else
+ float4 staticSwitch15_g11890 = temp_output_5_0_g11890;
+ #endif
+ float4 temp_output_5_0_g11886 = staticSwitch15_g11890;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11886 = temp_output_5_0_g11886;
+ float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b));
+ float temp_output_27_0_g11886 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) );
+ #else
+ float2 staticSwitch73_g11886 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11887 = _TextureLayer2Columns;
+ int Height10_g11887 = _TextureLayer2Rows;
+ float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11887 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887;
+ #else
+ float2 staticSwitch20_g11886 = temp_output_72_0_g11886;
+ #endif
+ float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 );
+ float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b));
+ float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 );
+ float4 break2_g11888 = temp_output_5_0_g11886;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 );
+ #else
+ float3 staticSwitch84_g11886 = temp_output_16_0_g11886;
+ #endif
+ float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a));
+ float4 staticSwitch15_g11886 = appendResult14_g11886;
+ #else
+ float4 staticSwitch15_g11886 = temp_output_5_0_g11886;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11886;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11894 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11894;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11895 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 ));
+ float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11895;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch75;
+ float4 temp_output_1_0_g11897 = temp_output_1_0_g11896;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11896 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 );
+ float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 )));
+ float4 staticSwitch3_g11896 = appendResult3_g11897;
+ #else
+ float4 staticSwitch3_g11896 = temp_output_1_0_g11896;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 );
+ float temp_output_5_0_g11905 = localMyCustomExpression16_g11906;
+ float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11905 = staticSwitch3_g11896;
+ float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 )));
+ float4 staticSwitch5_g11896 = appendResult3_g11905;
+ #else
+ float4 staticSwitch5_g11896 = staticSwitch3_g11896;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11907 = staticSwitch5_g11896;
+ float2 temp_output_76_0_g11907 = temp_output_18_0_g11896;
+ float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 );
+ float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) )));
+ float4 staticSwitch8_g11896 = appendResult3_g11907;
+ #else
+ float4 staticSwitch8_g11896 = staticSwitch5_g11896;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11903 = temp_output_18_0_g11896;
+ float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 );
+ float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11903 = staticSwitch8_g11896;
+ float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) )));
+ float4 staticSwitch9_g11896 = appendResult3_g11903;
+ #else
+ float4 staticSwitch9_g11896 = staticSwitch8_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11899 = staticSwitch9_g11896;
+ float2 temp_output_161_0_g11899 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11899 = rotatedValue136_g11899;
+ float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 );
+ float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) )));
+ float4 staticSwitch11_g11896 = appendResult3_g11899;
+ #else
+ float4 staticSwitch11_g11896 = staticSwitch9_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11901 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11901 = rotatedValue136_g11901;
+ float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 );
+ float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) );
+ float4 temp_output_1_0_g11901 = staticSwitch11_g11896;
+ float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 );
+ float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 )));
+ float4 staticSwitch15_g11896 = appendResult3_g11901;
+ #else
+ float4 staticSwitch15_g11896 = staticSwitch11_g11896;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11909 = staticSwitch15_g11896;
+ float2 temp_output_126_0_g11909 = temp_output_18_0_g11896;
+ float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909));
+ float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) );
+ float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) )));
+ float4 staticSwitch13_g11896 = appendResult3_g11909;
+ #else
+ float4 staticSwitch13_g11896 = staticSwitch15_g11896;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11912 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) );
+ #else
+ float3 staticSwitch16_g11912 = temp_output_3_0_g11912;
+ #endif
+ float4 temp_output_1_0_g11912 = staticSwitch13_g11896;
+ float4 break2_g11914 = temp_output_1_0_g11912;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11912 = staticSwitch16_g11912;
+ #endif
+ float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a));
+ float4 staticSwitch5_g11911 = appendResult6_g11912;
+ #else
+ float4 staticSwitch5_g11911 = staticSwitch13_g11896;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11915 = staticSwitch5_g11911;
+ float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a));
+ float4 staticSwitch11_g11911 = appendResult13_g11915;
+ #else
+ float4 staticSwitch11_g11911 = staticSwitch5_g11911;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11916 = staticSwitch11_g11911;
+ float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) );
+ #else
+ float3 staticSwitch21_g11916 = temp_output_6_0_g11916;
+ #endif
+ float4 break2_g11918 = temp_output_1_0_g11916;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 );
+ #else
+ float3 staticSwitch22_g11916 = staticSwitch21_g11916;
+ #endif
+ float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade);
+ float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a));
+ float4 staticSwitch7_g11911 = appendResult9_g11916;
+ #else
+ float4 staticSwitch7_g11911 = staticSwitch11_g11911;
+ #endif
+ float4 temp_output_2_0_g11919 = staticSwitch7_g11911;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11921 = temp_output_2_0_g11919;
+ float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b));
+ float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11920 = appendResult2_g11920;
+ #else
+ float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 );
+ #endif
+ float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11921 = appendResult85_g11919;
+ float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b));
+ float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a );
+ float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 );
+ float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921));
+ float4 staticSwitch82_g11919 = appendResult18_g11921;
+ #else
+ float4 staticSwitch82_g11919 = temp_output_2_0_g11919;
+ #endif
+ float4 break4_g11922 = staticSwitch82_g11919;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11766 = 1.0;
+ #else
+ float staticSwitch8_g11766 = IN.color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11766 = 1.0;
+ #else
+ float staticSwitch9_g11766 = staticSwitch8_g11766;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11766;
+ float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11922;
+ float4 temp_output_1_0_g11924 = temp_output_344_0;
+ float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.color).rgb ) , temp_output_1_0_g11924.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11924;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11931 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a));
+ float4 staticSwitch6_g11931 = appendResult2_g11931;
+ #else
+ float4 staticSwitch6_g11931 = temp_output_7_0_g11931;
+ #endif
+
+ float4 Color = staticSwitch6_g11931;
+
+ #if defined(DEBUG_DISPLAY)
+ SurfaceData2D surfaceData;
+ InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
+ InputData2D inputData;
+ InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
+ half4 debugColor = 0;
+
+ SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS);
+
+ if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
+ {
+ return debugColor;
+ }
+ #endif
+
+ #if ETC1_EXTERNAL_ALPHA
+ float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
+ Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
+ #endif
+
+ Color *= IN.color;
+ return Color;
+ }
+
+ ENDHLSL
+ }
+
Pass
{
-
+
Name "SceneSelectionPass"
- Tags
- {
- "LightMode"="SceneSelectionPass"
- }
+ Tags { "LightMode"="SceneSelectionPass" }
Cull Off
HLSLPROGRAM
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- #pragma vertex vert
- #pragma fragment frag
+ #pragma multi_compile_instancing
- #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
@@ -11841,3683 +10237,3175 @@ temp_output_1_0_g11752.a));
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
- #define SCENESELECTIONPASS 1
+ #define SCENESELECTIONPASS 1
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPRedTint;
- float4 _RecolorRGBYCPYellowTint;
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPCyanTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPPurpleTint;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- float4 _RecolorRGBGreenTint;
- float4 _RecolorRGBRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- float4 _MetalColor;
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- float4 _CamouflageColorA;
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowMask_ST;
- float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnEdgeNoiseScale;
- float2 _BurnPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineTextureSpeed;
- float2 _InnerOutlineNoiseSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineNoiseScale;
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- float2 _FrozenHighlightDistortionSpeed;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Offset;
- float2 _TextureLayer2ScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
- float _RainbowSaturation;
- float _RainbowBrightness;
- float _RainbowContrast;
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- float _FrozenHighlightDensity;
- float _FrozenFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- int _TextureLayer2Columns;
- int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- float _SourceAlphaDissolveNoiseFactor;
- float _SourceAlphaDissolveFade;
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- float _ShineRotation;
- float _ShineFrequency;
- float _ShineSpeed;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedReduce;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
- float _EnchantedBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeSmoothness;
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFrequency;
- #endif
- float _MaskBrightness;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueContrast;
- float _AddHueSaturation;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceRange;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameRadius;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameNoiseFactor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- float _InkSpreadContrast;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintFade;
- float _BlackTintPower;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float _Brightness;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- #endif
- float _NormalIntensity;
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPRedTint;
+ float4 _RecolorRGBYCPYellowTint;
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ float4 _RecolorRGBGreenTint;
+ float4 _RecolorRGBRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ float4 _MetalColor;
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowMask_ST;
+ float4 _SineGlowColor;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineTextureSpeed;
+ float2 _InnerOutlineNoiseSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ float2 _FrozenHighlightDistortionSpeed;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2ScrollSpeed;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ float _RainbowSaturation;
+ float _RainbowBrightness;
+ float _RainbowContrast;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ float _FrozenHighlightDensity;
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ int _TextureLayer2Columns;
+ int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
+ float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ float _ShineRotation;
+ float _ShineFrequency;
+ float _ShineSpeed;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedReduce;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ float _EnchantedRainbowSpeed;
+ float _EnchantedRainbowDensity;
+ float _EnchantedBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeSmoothness;
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFrequency;
+ #endif
+ float _MaskBrightness;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueContrast;
+ float _AddHueSaturation;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceRange;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameNoiseFactor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ float _InkSpreadContrast;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ #endif
+ float _NormalIntensity;
+
struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
+ {
+ float3 positionOS : POSITION;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_SKINNED_VERTEX_INPUTS
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
+ struct VertexOutput
+ {
+ float4 positionCS : SV_POSITION;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
int _ObjectId;
int _PassValue;
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11757( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11755( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11666( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11668( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11669( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11672( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11762( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11763( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11815( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11799( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11862( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11864( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11858( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11850( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11844( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11879( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11898( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11906( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11908( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11904( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11900( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11902( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
- float MyCustomExpression16_g11716(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ VertexOutput vert(VertexInput v )
+ {
+ VertexOutput o = (VertexOutput)0;
- float MyCustomExpression16_g11714(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ UNITY_SKINNED_VERTEX_COMPUTE(v);
- float FastNoise101_g11666(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
+ v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11923 = fixedUV475;
+ float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11926 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ float temp_output_8_0_g11926 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 );
+ #else
+ float2 staticSwitch4_g11926 = temp_output_2_0_g11926;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11927 = temp_output_8_0_g11926;
+ float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) );
+ float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 );
+ #else
+ float2 staticSwitch6_g11926 = staticSwitch4_g11926;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11926 = staticSwitch6_g11926;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11926;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (v.positionOS).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord1 = screenPos;
+ o.ase_texcoord2.xyz = ase_positionWS;
+
+ o.ase_texcoord.xy = v.ase_texcoord.xy;
+ o.ase_texcoord3 = float4(v.positionOS,1);
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord.zw = 0;
+ o.ase_texcoord2.w = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.positionOS;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.positionOS = vertexValue;
+ #else
+ v.positionOS += vertexValue;
+ #endif
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
+ VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
+ float3 positionWS = TransformObjectToWorld(v.positionOS);
+ o.positionCS = TransformWorldToHClip(positionWS);
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
+ return o;
+ }
- float MyCustomExpression16_g11668(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ half4 frag(VertexOutput IN) : SV_TARGET
+ {
+ float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord1;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord2.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11665 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11666 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11666 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11666 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11666 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11666 = _WindXPosition;
+ #else
+ float staticSwitch111_g11666 = transform62_g11666.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11666 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11666 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11666 = WindTime;
+ #endif
+ float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 );
+ float x101_g11666 = temp_output_50_0_g11666;
+ float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 );
+ float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
+ float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11666 = simplePerlin2D121_g11666;
+ #else
+ float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 );
+ #endif
+ float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666);
+ float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
+ float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip );
+ float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 )));
+ float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) );
+ float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
+ #else
+ float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (IN.ase_texcoord3.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11667 = shaderPosition235;
+ float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 );
+ float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
+ float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11665;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11670 = shaderPosition235;
+ float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
+ float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11670 = rotatedValue136_g11670;
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11760 = unity_OrthoParams.y;
+ float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11760 );
+ float2 temp_cast_4 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 );
+ float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 );
+ float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11761 = appendResult2_g11761;
+ #else
+ float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11673 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11673;
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11775 = staticSwitch62;
+ float2 temp_output_26_0_g11775 = shaderPosition235;
+ float temp_output_25_0_g11775 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785);
+ float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11784 = appendResult2_g11784;
+ #else
+ float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) );
+ #else
+ float staticSwitch29_g11782 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) );
+ #else
+ float2 staticSwitch5_g11775 = temp_output_1_0_g11775;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11781 = staticSwitch5_g11775;
+ float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11775 = staticSwitch5_g11775;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy;
+ #else
+ float2 staticSwitch9_g11775 = staticSwitch7_g11775;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy;
+ #else
+ float2 staticSwitch16_g11775 = staticSwitch9_g11775;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 );
+ #else
+ float2 staticSwitch14_g11775 = staticSwitch16_g11775;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11775 = clampResult46_g11777;
+ #else
+ float2 staticSwitch4_g11775 = staticSwitch14_g11775;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11775 = staticSwitch4_g11775;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch24_g11775;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y );
+ #else
+ float staticSwitch18_g11786 = temp_output_7_0_g11786;
+ #endif
+ float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0));
+ float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 );
+ #else
+ float2 staticSwitch13_g11786 = temp_output_1_0_g11786;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11786;
+ float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11787 = staticSwitch485;
+ float2 break11_g11787 = float2( 0,0 );
+ float2 break10_g11787 = float2( 1,1 );
+ float2 break9_g11787 = spriteRectMin376;
+ float2 break8_g11787 = spriteRectMax377;
+ float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11733 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11734 = _MainTex;
+ float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
+ float2 uvs3_g11734 = temp_output_1_0_g11733;
+ float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 );
+ float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
+ #else
+ float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11745 = temp_output_10_0_g11735;
+ float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 );
+ float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
+ float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
+ float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745));
+ float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11735;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float temp_output_2_0_g11742 = temp_output_10_0_g11735;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11735;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11733 = staticSwitch8_g11733;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
+ float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 );
+ float temp_output_2_0_g11749 = _SharpenOffset;
+ float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
+ float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749));
+ float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 );
+ float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
+ float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 );
+ float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748));
+ float4 staticSwitch12_g11733 = appendResult24_g11748;
+ #else
+ float4 staticSwitch12_g11733 = staticSwitch3_g11733;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11733;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11752 = temp_output_471_0;
+ float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a));
+ float4 staticSwitch354 = appendResult8_g11752;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11766 = originalColor191;
+ float4 temp_output_1_0_g11767 = temp_output_1_0_g11766;
+ float2 temp_output_7_0_g11766 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11767 = temp_output_7_0_g11766;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a )));
+ float4 staticSwitch2_g11766 = appendResult31_g11767;
+ #else
+ float4 staticSwitch2_g11766 = temp_output_1_0_g11766;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11769 = staticSwitch2_g11766;
+ float2 temp_output_57_0_g11769 = temp_output_7_0_g11766;
+ float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 );
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ float clampResult37_g11769 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11766 = appendResult13_g11769;
+ #else
+ float4 staticSwitch3_g11766 = staticSwitch2_g11766;
+ #endif
+ float4 temp_output_1_0_g11771 = staticSwitch3_g11766;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11772 = temp_output_1_0_g11771;
+ float2 appendResult4_g11772 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a));
+ float4 staticSwitch2_g11771 = appendResult42_g11772;
+ #else
+ float4 staticSwitch2_g11771 = temp_output_1_0_g11771;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11773 = finalUV146;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness );
+ float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773));
+ float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 );
+ #else
+ float4 staticSwitch6_g11771 = staticSwitch2_g11771;
+ #endif
+ float4 temp_output_3_0_g11788 = staticSwitch6_g11771;
+ float4 temp_output_1_0_g11820 = temp_output_3_0_g11788;
+ float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0));
+ float2 temp_output_1_0_g11788 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch81_g11820 = appendResult91_g11820;
+ #endif
+ float3 break82_g11820 = (staticSwitch81_g11820).xyz;
+ float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 );
+ float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b));
+ float4 break2_g11821 = temp_output_1_0_g11820;
+ float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) );
+ float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade ));
+ float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a));
+ float4 staticSwitch43_g11788 = appendResult30_g11820;
+ #else
+ float4 staticSwitch43_g11788 = temp_output_3_0_g11788;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11818 = staticSwitch43_g11788;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch62_g11818 = temp_output_1_0_g11818;
+ #endif
+ float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb );
+ float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.8333333 )
+ ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.6666667 )
+ ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11818 = ifLocalVar46_g11818;
+ float4 ifLocalVar47_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.3333333 )
+ ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.1666667 )
+ ifLocalVar45_g11818 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11818 = ifLocalVar47_g11818;
+ float4 ifLocalVar35_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.5 )
+ ifLocalVar35_g11818 = ifLocalVar44_g11818;
+ else
+ ifLocalVar35_g11818 = ifLocalVar45_g11818;
+ float4 break55_g11818 = ifLocalVar35_g11818;
+ float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b));
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) );
+ float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch9_g11788 = appendResult30_g11818;
+ #else
+ float4 staticSwitch9_g11788 = staticSwitch43_g11788;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11792 = staticSwitch9_g11788;
+ float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb;
+ float3 In115_g11792 = temp_output_2_0_g11792;
+ float3 From115_g11792 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11792 = _ColorReplaceSmoothness;
+ float Range115_g11792 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 );
+ float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade);
+ float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a));
+ float4 staticSwitch29_g11788 = appendResult4_g11792;
+ #else
+ float4 staticSwitch29_g11788 = staticSwitch9_g11788;
+ #endif
+ float4 temp_output_1_0_g11805 = staticSwitch29_g11788;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb;
+ float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade);
+ float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch4_g11805 = appendResult8_g11805;
+ #else
+ float4 staticSwitch4_g11805 = temp_output_1_0_g11805;
+ #endif
+ float4 temp_output_57_0_g11788 = staticSwitch4_g11805;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11828 = temp_output_57_0_g11788;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a));
+ float4 staticSwitch32_g11788 = appendResult4_g11828;
+ #else
+ float4 staticSwitch32_g11788 = temp_output_57_0_g11788;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11803 = staticSwitch32_g11788;
+ float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a));
+ float4 staticSwitch33_g11788 = appendResult6_g11803;
+ #else
+ float4 staticSwitch33_g11788 = staticSwitch32_g11788;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11804 = staticSwitch33_g11788;
+ float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb );
+ float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) );
+ float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a));
+ float4 staticSwitch36_g11788 = appendResult8_g11804;
+ #else
+ float4 staticSwitch36_g11788 = staticSwitch33_g11788;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11822 = staticSwitch36_g11788;
+ float4 break2_g11823 = temp_output_1_0_g11822;
+ float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 );
+ float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822);
+ float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a));
+ float4 staticSwitch30_g11788 = appendResult18_g11822;
+ #else
+ float4 staticSwitch30_g11788 = staticSwitch36_g11788;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11800 = staticSwitch30_g11788;
+ float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb;
+ float4 break12_g11800 = temp_output_1_0_g11800;
+ float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade);
+ float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a));
+ float4 staticSwitch20_g11788 = appendResult11_g11800;
+ #else
+ float4 staticSwitch20_g11788 = staticSwitch30_g11788;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11814 = staticSwitch20_g11788;
+ float4 break2_g11816 = temp_output_1_0_g11814;
+ float2 temp_output_65_0_g11814 = shaderPosition235;
+ float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 );
+ float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 ));
+ float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a));
+ float4 staticSwitch17_g11788 = appendResult9_g11814;
+ #else
+ float4 staticSwitch17_g11788 = staticSwitch20_g11788;
+ #endif
+ float temp_output_39_0_g11788 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11806 = staticSwitch17_g11788;
+ float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb );
+ float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) );
+ float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch19_g11788 = appendResult6_g11806;
+ #else
+ float4 staticSwitch19_g11788 = staticSwitch17_g11788;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11810 = staticSwitch19_g11788;
+ float4 break2_g11812 = temp_output_1_0_g11810;
+ float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) );
+ #else
+ float staticSwitch33_g11810 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a));
+ float4 staticSwitch23_g11788 = appendResult6_g11810;
+ #else
+ float4 staticSwitch23_g11788 = staticSwitch19_g11788;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11807 = staticSwitch23_g11788;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a );
+ #else
+ float3 staticSwitch27_g11807 = temp_output_13_0_g11807;
+ #endif
+ float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a));
+ float4 staticSwitch28_g11788 = appendResult21_g11807;
+ #else
+ float4 staticSwitch28_g11788 = staticSwitch23_g11788;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11795 = staticSwitch28_g11788;
+ float4 break2_g11796 = temp_output_1_0_g11795;
+ float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation);
+ float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a));
+ float4 staticSwitch38_g11788 = appendResult8_g11795;
+ #else
+ float4 staticSwitch38_g11788 = staticSwitch28_g11788;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11797 = staticSwitch38_g11788;
+ float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11797 = temp_output_1_0_g11788;
+ float temp_output_179_0_g11797 = temp_output_39_0_g11788;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 );
+ #else
+ float3 staticSwitch187_g11797 = temp_output_82_0_g11797;
+ #endif
+ float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11797 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11797 = staticSwitch9_g11798;
+ float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) );
+ float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a );
+ #else
+ float staticSwitch188_g11797 = temp_output_15_0_g11797.a;
+ #endif
+ float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797));
+ float4 staticSwitch12_g11788 = appendResult177_g11797;
+ #else
+ float4 staticSwitch12_g11788 = staticSwitch38_g11788;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11825 = staticSwitch12_g11788;
+ float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11825 = temp_output_1_0_g11788;
+ float temp_output_186_0_g11825 = temp_output_39_0_g11788;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 );
+ #else
+ float3 staticSwitch199_g11825 = temp_output_82_0_g11825;
+ #endif
+ float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11825 = 1.0;
+ #else
+ float staticSwitch203_g11825 = temp_output_182_0_g11825;
+ #endif
+ float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11825 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 );
+ float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11827 = appendResult2_g11827;
+ #else
+ float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 );
+ #endif
+ float2 temp_output_25_0_g11825 = staticSwitch9_g11827;
+ float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 );
+ #else
+ float staticSwitch200_g11825 = lerpResult168_g11825;
+ #endif
+ float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825));
+ float4 staticSwitch13_g11788 = appendResult174_g11825;
+ #else
+ float4 staticSwitch13_g11788 = staticSwitch12_g11788;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11802 = staticSwitch13_g11788;
+ float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11802 = temp_output_1_0_g11788;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 );
+ #else
+ float3 staticSwitch199_g11802 = temp_output_82_0_g11802;
+ #endif
+ float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11802 = 1.0;
+ #else
+ float staticSwitch203_g11802 = temp_output_182_0_g11802;
+ #endif
+ float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 );
+ float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 );
+ #else
+ float staticSwitch200_g11802 = lerpResult168_g11802;
+ #endif
+ float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802));
+ float4 staticSwitch48_g11788 = appendResult174_g11802;
+ #else
+ float4 staticSwitch48_g11788 = staticSwitch13_g11788;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11789 = staticSwitch48_g11788;
+ float4 break2_g11790 = temp_output_5_0_g11789;
+ float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a));
+ float4 staticSwitch46_g11788 = appendResult12_g11789;
+ #else
+ float4 staticSwitch46_g11788 = staticSwitch48_g11788;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11788;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11830 = temp_output_361_0;
+ float4 break2_g11831 = temp_output_1_0_g11830;
+ float temp_output_44_0_g11830 = unity_OrthoParams.y;
+ float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a )));
+ float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11830;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11833 = staticSwitch56;
+ float4 break2_g11835 = temp_output_1_0_g11833;
+ float temp_output_34_0_g11833 = shaderTime237;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152);
+ float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch57 = appendResult27_g11833;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11838 = staticSwitch57;
+ float4 temp_output_1_0_g11868 = temp_output_3_0_g11838;
+ float2 temp_output_41_0_g11838 = shaderPosition235;
+ float2 temp_output_99_0_g11868 = temp_output_41_0_g11838;
+ float temp_output_40_0_g11838 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 );
+ #else
+ float2 staticSwitch101_g11868 = temp_output_99_0_g11868;
+ #endif
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868);
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868);
+ float4 break2_g11871 = temp_output_1_0_g11868;
+ float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a));
+ float4 staticSwitch26_g11838 = appendResult7_g11868;
+ #else
+ float4 staticSwitch26_g11838 = temp_output_3_0_g11838;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11861 = staticSwitch26_g11838;
+ float temp_output_59_0_g11861 = temp_output_40_0_g11838;
+ float2 temp_output_58_0_g11861 = temp_output_41_0_g11838;
+ float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 );
+ float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 );
+ float4 break2_g11863 = temp_output_1_0_g11861;
+ float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) );
+ #else
+ float staticSwitch60_g11861 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861);
+ float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a));
+ float4 staticSwitch28_g11838 = appendResult8_g11861;
+ #else
+ float4 staticSwitch28_g11838 = staticSwitch26_g11838;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11853 = staticSwitch28_g11838;
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float2 temp_output_72_0_g11853 = temp_output_41_0_g11838;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float temp_output_73_0_g11853 = temp_output_40_0_g11838;
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 );
+ float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a));
+ float4 staticSwitch29_g11838 = appendResult26_g11853;
+ #else
+ float4 staticSwitch29_g11838 = staticSwitch28_g11838;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11847 = staticSwitch29_g11838;
+ float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
+ float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 );
+ float2 temp_output_72_0_g11847 = temp_output_41_0_g11838;
+ float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 );
+ float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847);
+ float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a));
+ float4 staticSwitch32_g11838 = appendResult43_g11847;
+ #else
+ float4 staticSwitch32_g11838 = staticSwitch29_g11838;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11843 = temp_output_41_0_g11838;
+ float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 );
+ float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 );
+ float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11843 = staticSwitch32_g11838;
+ float4 break2_g11845 = temp_output_1_0_g11843;
+ float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) );
+ float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a));
+ float4 staticSwitch34_g11838 = appendResult29_g11843;
+ #else
+ float4 staticSwitch34_g11838 = staticSwitch32_g11838;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11839 = staticSwitch34_g11838;
+ float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb;
+ float4 break2_g11841 = temp_output_1_0_g11839;
+ float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) );
+ #else
+ float staticSwitch98_g11839 = _ShineFade;
+ #endif
+ float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a));
+ float4 staticSwitch36_g11838 = appendResult8_g11839;
+ #else
+ float4 staticSwitch36_g11838 = staticSwitch34_g11838;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11874 = temp_output_40_0_g11838;
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float3 temp_output_24_0_g11874 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11874 = staticSwitch36_g11838;
+ float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb;
+ float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 );
+ float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a));
+ float4 staticSwitch39_g11838 = appendResult27_g11874;
+ #else
+ float4 staticSwitch39_g11838 = staticSwitch36_g11838;
+ #endif
+ float4 temp_output_10_0_g11878 = staticSwitch39_g11838;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb;
+ float2 temp_output_2_0_g11878 = temp_output_41_0_g11838;
+ float temp_output_1_0_g11878 = temp_output_40_0_g11838;
+ float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed );
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 );
+ float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 );
+ float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 );
+ float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878);
+ float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11878 = hsvTorgb53_g11878;
+ #else
+ float3 staticSwitch50_g11878 = lerpResult42_g11878;
+ #endif
+ float4 break2_g11880 = temp_output_10_0_g11878;
+ float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11878 = lerpResult44_g11878;
+ #else
+ float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) );
+ #endif
+ float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a));
+ float4 staticSwitch11_g11878 = appendResult19_g11878;
+ #else
+ float4 staticSwitch11_g11878 = temp_output_10_0_g11878;
+ #endif
+ float4 temp_output_1_0_g11883 = staticSwitch11_g11878;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11883 = temp_output_1_0_g11883;
+ float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b));
+ float4 break2_g11884 = temp_output_1_0_g11883;
+ float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 );
+ float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11883 = hsvTorgb12_g11883;
+ #else
+ float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a));
+ float4 staticSwitch33_g11883 = appendResult6_g11883;
+ #else
+ float4 staticSwitch33_g11883 = temp_output_1_0_g11883;
+ #endif
+ float4 temp_output_5_0_g11890 = staticSwitch33_g11883;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11890 = temp_output_5_0_g11890;
+ float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b));
+ float temp_output_27_0_g11890 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) );
+ #else
+ float2 staticSwitch73_g11890 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11891 = _TextureLayer1Columns;
+ int Height10_g11891 = _TextureLayer1Rows;
+ float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11891 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891;
+ #else
+ float2 staticSwitch20_g11890 = temp_output_72_0_g11890;
+ #endif
+ float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 );
+ float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b));
+ float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 );
+ float4 break2_g11892 = temp_output_5_0_g11890;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 );
+ #else
+ float3 staticSwitch80_g11890 = temp_output_16_0_g11890;
+ #endif
+ float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a));
+ float4 staticSwitch15_g11890 = appendResult14_g11890;
+ #else
+ float4 staticSwitch15_g11890 = temp_output_5_0_g11890;
+ #endif
+ float4 temp_output_5_0_g11886 = staticSwitch15_g11890;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11886 = temp_output_5_0_g11886;
+ float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b));
+ float temp_output_27_0_g11886 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) );
+ #else
+ float2 staticSwitch73_g11886 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11887 = _TextureLayer2Columns;
+ int Height10_g11887 = _TextureLayer2Rows;
+ float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11887 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887;
+ #else
+ float2 staticSwitch20_g11886 = temp_output_72_0_g11886;
+ #endif
+ float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 );
+ float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b));
+ float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 );
+ float4 break2_g11888 = temp_output_5_0_g11886;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 );
+ #else
+ float3 staticSwitch84_g11886 = temp_output_16_0_g11886;
+ #endif
+ float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a));
+ float4 staticSwitch15_g11886 = appendResult14_g11886;
+ #else
+ float4 staticSwitch15_g11886 = temp_output_5_0_g11886;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11886;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11894 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11894;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11895 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 ));
+ float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11895;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch75;
+ float4 temp_output_1_0_g11897 = temp_output_1_0_g11896;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11896 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 );
+ float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 )));
+ float4 staticSwitch3_g11896 = appendResult3_g11897;
+ #else
+ float4 staticSwitch3_g11896 = temp_output_1_0_g11896;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 );
+ float temp_output_5_0_g11905 = localMyCustomExpression16_g11906;
+ float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11905 = staticSwitch3_g11896;
+ float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 )));
+ float4 staticSwitch5_g11896 = appendResult3_g11905;
+ #else
+ float4 staticSwitch5_g11896 = staticSwitch3_g11896;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11907 = staticSwitch5_g11896;
+ float2 temp_output_76_0_g11907 = temp_output_18_0_g11896;
+ float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 );
+ float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) )));
+ float4 staticSwitch8_g11896 = appendResult3_g11907;
+ #else
+ float4 staticSwitch8_g11896 = staticSwitch5_g11896;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11903 = temp_output_18_0_g11896;
+ float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 );
+ float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11903 = staticSwitch8_g11896;
+ float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) )));
+ float4 staticSwitch9_g11896 = appendResult3_g11903;
+ #else
+ float4 staticSwitch9_g11896 = staticSwitch8_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11899 = staticSwitch9_g11896;
+ float2 temp_output_161_0_g11899 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11899 = rotatedValue136_g11899;
+ float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 );
+ float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) )));
+ float4 staticSwitch11_g11896 = appendResult3_g11899;
+ #else
+ float4 staticSwitch11_g11896 = staticSwitch9_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11901 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11901 = rotatedValue136_g11901;
+ float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 );
+ float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) );
+ float4 temp_output_1_0_g11901 = staticSwitch11_g11896;
+ float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 );
+ float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 )));
+ float4 staticSwitch15_g11896 = appendResult3_g11901;
+ #else
+ float4 staticSwitch15_g11896 = staticSwitch11_g11896;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11909 = staticSwitch15_g11896;
+ float2 temp_output_126_0_g11909 = temp_output_18_0_g11896;
+ float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909));
+ float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) );
+ float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) )));
+ float4 staticSwitch13_g11896 = appendResult3_g11909;
+ #else
+ float4 staticSwitch13_g11896 = staticSwitch15_g11896;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11912 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) );
+ #else
+ float3 staticSwitch16_g11912 = temp_output_3_0_g11912;
+ #endif
+ float4 temp_output_1_0_g11912 = staticSwitch13_g11896;
+ float4 break2_g11914 = temp_output_1_0_g11912;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11912 = staticSwitch16_g11912;
+ #endif
+ float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a));
+ float4 staticSwitch5_g11911 = appendResult6_g11912;
+ #else
+ float4 staticSwitch5_g11911 = staticSwitch13_g11896;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11915 = staticSwitch5_g11911;
+ float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a));
+ float4 staticSwitch11_g11911 = appendResult13_g11915;
+ #else
+ float4 staticSwitch11_g11911 = staticSwitch5_g11911;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11916 = staticSwitch11_g11911;
+ float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) );
+ #else
+ float3 staticSwitch21_g11916 = temp_output_6_0_g11916;
+ #endif
+ float4 break2_g11918 = temp_output_1_0_g11916;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 );
+ #else
+ float3 staticSwitch22_g11916 = staticSwitch21_g11916;
+ #endif
+ float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade);
+ float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a));
+ float4 staticSwitch7_g11911 = appendResult9_g11916;
+ #else
+ float4 staticSwitch7_g11911 = staticSwitch11_g11911;
+ #endif
+ float4 temp_output_2_0_g11919 = staticSwitch7_g11911;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11921 = temp_output_2_0_g11919;
+ float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b));
+ float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11920 = appendResult2_g11920;
+ #else
+ float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 );
+ #endif
+ float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11921 = appendResult85_g11919;
+ float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b));
+ float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a );
+ float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 );
+ float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921));
+ float4 staticSwitch82_g11919 = appendResult18_g11921;
+ #else
+ float4 staticSwitch82_g11919 = temp_output_2_0_g11919;
+ #endif
+ float4 break4_g11922 = staticSwitch82_g11919;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11766 = 1.0;
+ #else
+ float staticSwitch8_g11766 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11766 = 1.0;
+ #else
+ float staticSwitch9_g11766 = staticSwitch8_g11766;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11766;
+ float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11922;
+ float4 temp_output_1_0_g11924 = temp_output_344_0;
+ float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11924.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11924;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11931 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a));
+ float4 staticSwitch6_g11931 = appendResult2_g11931;
+ #else
+ float4 staticSwitch6_g11931 = temp_output_7_0_g11931;
+ #endif
+
+ float4 Color = staticSwitch6_g11931;
- float MyCustomExpression16_g11669(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
+ return outColor;
+ }
- float MyCustomExpression16_g11672(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11678(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11718(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11755(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11757(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11761(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11789(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11773(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11808(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11845(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11835(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11837(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11830(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11831(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11823(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11821(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11822(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11817(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11852(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11871(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11879(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11881(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11877(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11873(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11875(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- VertexOutput vert(VertexInput v)
- {
- VertexOutput o = (VertexOutput)0;
-
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11897 = fixedUV475;
- float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11900 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- float temp_output_8_0_g11900 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11900);
- #else
- float2 staticSwitch4_g11900 = temp_output_2_0_g11900;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11901 = temp_output_8_0_g11900;
- float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11901 * _VibrateRotation));
- float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900);
- #else
- float2 staticSwitch6_g11900 = staticSwitch4_g11900;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11900 = staticSwitch6_g11900;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11900;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
-length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (v.positionOS).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- float linValue16_g11716 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord1 = screenPos;
- o.ase_texcoord2.xyz = ase_positionWS;
-
- o.ase_texcoord.xy = v.ase_texcoord.xy;
- o.ase_texcoord3 = float4(v.positionOS, 1);
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord.zw = 0;
- o.ase_texcoord2.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
- float3 positionWS = TransformObjectToWorld(v.positionOS);
- o.positionCS = TransformWorldToHClip(positionWS);
-
- return o;
- }
-
- half4 frag(VertexOutput IN) : SV_TARGET
- {
- float2 texCoord363 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord1;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord2.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11665 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11666 = _WindMinIntensity;
- #else
- float staticSwitch117_g11666 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11666 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11666 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11666 = _WindXPosition;
- #else
- float staticSwitch111_g11666 = transform62_g11666.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11666 = _WindNoiseScale;
- #else
- float staticSwitch113_g11666 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11666 = WindTime;
- #endif
- float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) +
- staticSwitch125_g11666);
- float x101_g11666 = temp_output_50_0_g11666;
- float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666);
- float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
- float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11666 = simplePerlin2D121_g11666;
- #else
- float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5);
- #endif
- float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666,
- staticSwitch123_g11666);
- float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
- float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip);
- float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11666 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11666)));
- float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666,
- float3((appendResult27_g11666 + temp_output_1_0_g11666),
- 0.0), float3(0, 0, 1),
- (clampResult29_g11666 * temp_output_39_0_g11666));
- float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
- #else
- float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
- #endif
- float2 texCoord435 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11667 = shaderPosition235;
- float linValue16_g11668 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668);
- float linValue16_g11669 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11667 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669);
- float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5),
- (localMyCustomExpression16_g11669 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11665;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11670 = shaderPosition235;
- float linValue16_g11672 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).
- r;
- float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672);
- float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11672 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11670 = rotatedValue136_g11670;
- float linValue16_g11671 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671);
- float clampResult154_g11670 = clamp(
- ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11675 = unity_OrthoParams.y;
- float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675);
- float2 temp_cast_4 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678);
- float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11675 = (float2(
- (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11673 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11673;
- float linValue16_g11718 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed *
- shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) *
- _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11719 = staticSwitch62;
- float2 temp_output_26_0_g11719 = shaderPosition235;
- float temp_output_25_0_g11719 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729);
- float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #else
- float staticSwitch29_g11726 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 /
- appendResult2_g11728) * staticSwitch29_g11726));
- #else
- float2 staticSwitch5_g11719 = temp_output_1_0_g11719;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11725 = staticSwitch5_g11719;
- float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11719 = staticSwitch5_g11719;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy;
- #else
- float2 staticSwitch9_g11719 = staticSwitch7_g11719;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11719, 0.0),
- float3(0, 0, 1),
- (temp_output_25_0_g11719 * _UVRotateSpeed *
- PI));
- float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy;
- #else
- float2 staticSwitch16_g11719 = staticSwitch9_g11719;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719);
- #else
- float2 staticSwitch14_g11719 = staticSwitch16_g11719;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11721 = clamp(
- (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) /
- MultFactor30_g11721), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11719 = clampResult46_g11721;
- #else
- float2 staticSwitch4_g11719 = staticSwitch14_g11719;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11719 = staticSwitch4_g11719;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch24_g11719;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11730 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y);
- #else
- float staticSwitch18_g11730 = temp_output_7_0_g11730;
- #endif
- float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0));
- float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730);
- #else
- float2 staticSwitch13_g11730 = temp_output_1_0_g11730;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11730;
- float2 texCoord131 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11731 = staticSwitch485;
- float2 break11_g11731 = float2(0, 0);
- float2 break10_g11731 = float2(1, 1);
- float2 break9_g11731 = spriteRectMin376;
- float2 break8_g11731 = spriteRectMax377;
- float2 appendResult15_g11731 = (float2(
- (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (
- break10_g11731.x - break11_g11731.x)),
- (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (
- break10_g11731.y - break11_g11731.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11733 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11734 = _MainTex;
- float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
- float2 uvs3_g11734 = temp_output_1_0_g11733;
- float4 localtexturePointSmooth3_g11734 = texturePointSmooth(
- tex3_g11734, textureTexelSize3_g11734, uvs3_g11734);
- float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
- #else
- float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11745 = temp_output_10_0_g11735;
- float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747);
- float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
- float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1)));
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
- float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745));
- float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746);
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float temp_output_2_0_g11736 = temp_output_10_0_g11735;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738);
- float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1)));
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737);
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float temp_output_2_0_g11742 = temp_output_10_0_g11735;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744);
- float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1)));
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743);
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11739 = temp_output_10_0_g11735;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741);
- float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1)));
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740);
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) +
- tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + (
- tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) +
- tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) +
- tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + (
- tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) +
- tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) +
- tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + (
- tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) +
- tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) +
- tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D(
- _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D(
- _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625);
- #else
- float4 staticSwitch3_g11733 = staticSwitch8_g11733;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
- float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748);
- float temp_output_2_0_g11749 = _SharpenOffset;
- float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751);
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
- float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749));
- float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750);
- float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
- float4 break22_g11748 = (tex2DNode4_g11748 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) +
- tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + (
- tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D(
- _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0);
- float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b,
- clampResult23_g11748));
- float4 staticSwitch12_g11733 = appendResult24_g11748;
- #else
- float4 staticSwitch12_g11733 = staticSwitch3_g11733;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11733;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11752 = temp_output_471_0;
- float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11752.a));
- float4 staticSwitch354 = appendResult8_g11752;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11753 = originalColor191;
- float4 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float2 temp_output_7_0_g11753 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11754 = temp_output_7_0_g11753;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11755 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755);
- float clampResult28_g11754 = clamp(
- (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11754) * _SmokeDarkEdge));
- float4 appendResult31_g11754 = (float4(lerpResult34_g11754,
- (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a)));
- float4 staticSwitch2_g11753 = appendResult31_g11754;
- #else
- float4 staticSwitch2_g11753 = temp_output_1_0_g11753;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11756 = staticSwitch2_g11753;
- float2 temp_output_57_0_g11756 = temp_output_7_0_g11753;
- float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756);
- float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757);
- float clampResult37_g11756 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb,
- (temp_output_1_0_g11756.a * pow(clampResult37_g11756,
- (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05)))
- *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11753 = appendResult13_g11756;
- #else
- float4 staticSwitch3_g11753 = staticSwitch2_g11753;
- #endif
- float4 temp_output_1_0_g11758 = staticSwitch3_g11753;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11759 = temp_output_1_0_g11758;
- float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5);
- float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759),
- float2(0.5, 0.5));
- float4 appendResult42_g11759 = (float4(
- ((temp_output_1_0_g11759).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)),
- temp_output_1_0_g11759.a));
- float4 staticSwitch2_g11758 = appendResult42_g11759;
- #else
- float4 staticSwitch2_g11758 = temp_output_1_0_g11758;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11760 = finalUV146;
- float linValue16_g11761 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761);
- float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0));
- float temp_output_47_0_g11760 = max(_FlameRadius, 0.01);
- float clampResult70_g11760 = clamp(
- (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance(
- temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness);
- float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760,
- temp_output_63_0_g11760, clampResult70_g11760));
- float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758);
- #else
- float4 staticSwitch6_g11758 = staticSwitch2_g11758;
- #endif
- float4 temp_output_3_0_g11762 = staticSwitch6_g11758;
- float4 temp_output_1_0_g11794 = temp_output_3_0_g11762;
- float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0));
- float2 temp_output_1_0_g11762 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch81_g11794 = appendResult91_g11794;
- #endif
- float3 break82_g11794 = (staticSwitch81_g11794).xyz;
- float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001);
- float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + (
- _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z /
- temp_output_84_0_g11794) * _RecolorRGBBlueTint));
- float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b));
- float4 break2_g11795 = temp_output_1_0_g11794;
- float saferPower57_g11794 = abs(
- ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y +
- break2_g11795.z) / 6.0));
- float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb,
- (appendResult56_g11794 * pow(
- saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))),
- (staticSwitch81_g11794.w * _RecolorRGBFade));
- float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a));
- float4 staticSwitch43_g11762 = appendResult30_g11794;
- #else
- float4 staticSwitch43_g11762 = temp_output_3_0_g11762;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11792 = staticSwitch43_g11762;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch62_g11792 = temp_output_1_0_g11792;
- #endif
- float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb);
- float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.8333333)
- ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.6666667)
- ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11792 = ifLocalVar46_g11792;
- float4 ifLocalVar47_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.3333333)
- ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.1666667)
- ifLocalVar45_g11792 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11792 = ifLocalVar47_g11792;
- float4 ifLocalVar35_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.5)
- ifLocalVar35_g11792 = ifLocalVar44_g11792;
- else
- ifLocalVar35_g11792 = ifLocalVar45_g11792;
- float4 break55_g11792 = ifLocalVar35_g11792;
- float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b));
- float4 break2_g11793 = temp_output_1_0_g11792;
- float saferPower57_g11792 = abs(
- ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0));
- float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb,
- (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))),
- (hsvTorgb33_g11792.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a));
- float4 staticSwitch9_g11762 = appendResult30_g11792;
- #else
- float4 staticSwitch9_g11762 = staticSwitch43_g11762;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11766 = staticSwitch9_g11762;
- float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb;
- float3 In115_g11766 = temp_output_2_0_g11766;
- float3 From115_g11766 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 To115_g11766 = (pow(
- max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y +
- break2_g11767.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11766 = _ColorReplaceSmoothness;
- float Range115_g11766 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766(
- In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766);
- float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766,
- _ColorReplaceFade);
- float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a));
- float4 staticSwitch29_g11762 = appendResult4_g11766;
- #else
- float4 staticSwitch29_g11762 = staticSwitch9_g11762;
- #endif
- float4 temp_output_1_0_g11779 = staticSwitch29_g11762;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb;
- float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade);
- float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a));
- float4 staticSwitch4_g11779 = appendResult8_g11779;
- #else
- float4 staticSwitch4_g11779 = temp_output_1_0_g11779;
- #endif
- float4 temp_output_57_0_g11762 = staticSwitch4_g11779;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11802 = temp_output_57_0_g11762;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11802 = (float4(
- pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11802.a));
- float4 staticSwitch32_g11762 = appendResult4_g11802;
- #else
- float4 staticSwitch32_g11762 = temp_output_57_0_g11762;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11777 = staticSwitch32_g11762;
- float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness),
- temp_output_2_0_g11777.a));
- float4 staticSwitch33_g11762 = appendResult6_g11777;
- #else
- float4 staticSwitch33_g11762 = staticSwitch32_g11762;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11778 = staticSwitch33_g11762;
- float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb);
- float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y,
- hsvTorgb1_g11778.z));
- float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a));
- float4 staticSwitch36_g11762 = appendResult8_g11778;
- #else
- float4 staticSwitch36_g11762 = staticSwitch33_g11762;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11796 = staticSwitch36_g11762;
- float4 break2_g11797 = temp_output_1_0_g11796;
- float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y +
- break2_g11797.y + break2_g11797.z) / 6.0);
- float clampResult25_g11796 = clamp(
- ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11796);
- float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb,
- (lerpResult6_g11796 * pow(
- max(temp_output_3_0_g11796, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a));
- float4 staticSwitch30_g11762 = appendResult18_g11796;
- #else
- float4 staticSwitch30_g11762 = staticSwitch36_g11762;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11774 = staticSwitch30_g11762;
- float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb;
- float4 break12_g11774 = temp_output_1_0_g11774;
- float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774,
- (temp_output_4_0_g11774 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11774.r,
- break12_g11774.g), break12_g11774.b), 1.0)),
- 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade);
- float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a));
- float4 staticSwitch20_g11762 = appendResult11_g11774;
- #else
- float4 staticSwitch20_g11762 = staticSwitch30_g11762;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11788 = staticSwitch20_g11762;
- float4 break2_g11790 = temp_output_1_0_g11788;
- float2 temp_output_65_0_g11788 = shaderPosition235;
- float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789);
- float clampResult53_g11788 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + (
- localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y +
- break2_g11790.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788));
- float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a));
- float4 staticSwitch17_g11762 = appendResult9_g11788;
- #else
- float4 staticSwitch17_g11762 = staticSwitch20_g11762;
- #endif
- float temp_output_39_0_g11762 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11780 = staticSwitch17_g11762;
- float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb);
- float3 hsvTorgb19_g11780 = HSVToRGB(float3(
- ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y,
- hsvTorgb15_g11780.z));
- float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch19_g11762 = appendResult6_g11780;
- #else
- float4 staticSwitch19_g11762 = staticSwitch17_g11762;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11784 = staticSwitch19_g11762;
- float4 break2_g11786 = temp_output_1_0_g11784;
- float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a));
- #else
- float staticSwitch33_g11784 = _AddHueFade;
- #endif
- float4 appendResult6_g11784 = (float4(
- ((hsvTorgb19_g11784 * pow(
- max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y +
- break2_g11786.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb),
- temp_output_1_0_g11784.a));
- float4 staticSwitch23_g11762 = appendResult6_g11784;
- #else
- float4 staticSwitch23_g11762 = staticSwitch19_g11762;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11781 = staticSwitch23_g11762;
- float4 break2_g11782 = temp_output_1_0_g11781;
- float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.
- a);
- #else
- float3 staticSwitch27_g11781 = temp_output_13_0_g11781;
- #endif
- float4 appendResult21_g11781 = (float4(
- ((temp_output_1_0_g11781).rgb + (pow(
- max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y +
- break2_g11782.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * (((
- sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11781.a));
- float4 staticSwitch28_g11762 = appendResult21_g11781;
- #else
- float4 staticSwitch28_g11762 = staticSwitch23_g11762;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11769 = staticSwitch28_g11762;
- float4 break2_g11770 = temp_output_1_0_g11769;
- float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y +
- break2_g11770.y + break2_g11770.z) / 6.0)).xxx;
- float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation);
- float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a));
- float4 staticSwitch38_g11762 = appendResult8_g11769;
- #else
- float4 staticSwitch38_g11762 = staticSwitch28_g11762;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11771 = staticSwitch38_g11762;
- float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11771 = temp_output_1_0_g11762;
- float temp_output_179_0_g11771 = temp_output_39_0_g11762;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb *
- temp_output_82_0_g11771);
- #else
- float3 staticSwitch187_g11771 = temp_output_82_0_g11771;
- #endif
- float linValue16_g11773 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11771 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771);
- float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772);
- float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1))
- *
- temp_output_25_0_g11771))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(-1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11771))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(
- 0.705, -0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11771))).a)));
- float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771,
- temp_output_178_0_g11771);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a);
- #else
- float staticSwitch188_g11771 = temp_output_15_0_g11771.a;
- #endif
- float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771));
- float4 staticSwitch12_g11762 = appendResult177_g11771;
- #else
- float4 staticSwitch12_g11762 = staticSwitch38_g11762;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11799 = staticSwitch12_g11762;
- float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11799 = temp_output_1_0_g11762;
- float temp_output_186_0_g11799 = temp_output_39_0_g11762;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11799)))).rgb *
- temp_output_82_0_g11799);
- #else
- float3 staticSwitch199_g11799 = temp_output_82_0_g11799;
- #endif
- float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11799 = 1.0;
- #else
- float staticSwitch203_g11799 = temp_output_182_0_g11799;
- #endif
- float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float linValue16_g11800 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11799 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799);
- float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801);
- float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(_MainTex,
- (temp_output_131_0_g11799 +
- ((_OuterOutlineWidth *
- float2(0, -1)) *
- temp_output_25_0_g11799)))
- .a,
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(0, 1)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth *
- float2(-1, 0)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
-(temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth
- * float2(0.705, -0.705)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(-0.705, -0.705)) * temp_output_25_0_g11799))).a)
- * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799);
- #else
- float staticSwitch200_g11799 = lerpResult168_g11799;
- #endif
- float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799));
- float4 staticSwitch13_g11762 = appendResult174_g11799;
- #else
- float4 staticSwitch13_g11762 = staticSwitch12_g11762;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11776 = staticSwitch13_g11762;
- float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11776 = temp_output_1_0_g11762;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11762)))).rgb *
- temp_output_82_0_g11776);
- #else
- float3 staticSwitch199_g11776 = temp_output_82_0_g11776;
- #endif
- float temp_output_213_0_g11776 = (_PixelOutlineFade * step(
- temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min(
- (temp_output_213_0_g11776 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11776 = 1.0;
- #else
- float staticSwitch203_g11776 = temp_output_182_0_g11776;
- #endif
- float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776);
- float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth *
- float2(0, -1)) * temp_output_209_0_g11776))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, 1)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth *
- float2(-1, 0)) * temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0))
- * temp_output_209_0_g11776))).a) *
- 3.0), 1.0), temp_output_213_0_g11776);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776);
- #else
- float staticSwitch200_g11776 = lerpResult168_g11776;
- #endif
- float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776));
- float4 staticSwitch48_g11762 = appendResult174_g11776;
- #else
- float4 staticSwitch48_g11762 = staticSwitch13_g11762;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11763 = staticSwitch48_g11762;
- float4 break2_g11764 = temp_output_5_0_g11763;
- float4 appendResult12_g11763 = (float4(
- ((lerpResult15_g11763 * _PingPongGlowFade * pow(
- max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y +
- break2_g11764.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb),
- temp_output_5_0_g11763.a));
- float4 staticSwitch46_g11762 = appendResult12_g11763;
- #else
- float4 staticSwitch46_g11762 = staticSwitch48_g11762;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11762;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11804 = temp_output_361_0;
- float4 break2_g11805 = temp_output_1_0_g11804;
- float temp_output_44_0_g11804 = unity_OrthoParams.y;
- float4 appendResult22_g11804 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.
- y + break2_g11805.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))),
- (max(pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 *
- 0.2)) + ase_positionWS.y) / temp_output_44_0_g11804) *
- _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11804.a)));
- float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11804;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11807 = staticSwitch56;
- float4 break2_g11809 = temp_output_1_0_g11807;
- float temp_output_34_0_g11807 = shaderTime237;
- float linValue16_g11808 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808);
- float3 hsvTorgb3_g11810 = HSVToRGB(float3(
- (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y +
- break2_g11809.y +
- break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152);
- float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch57 = appendResult27_g11807;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11811 = staticSwitch57;
- float4 temp_output_1_0_g11841 = temp_output_3_0_g11811;
- float2 temp_output_41_0_g11811 = shaderPosition235;
- float2 temp_output_99_0_g11841 = temp_output_41_0_g11811;
- float temp_output_40_0_g11811 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11841);
- #else
- float2 staticSwitch101_g11841 = temp_output_99_0_g11841;
- #endif
- float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843);
- float clampResult52_g11841 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841),
- clampResult52_g11841);
- float linValue16_g11845 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11841 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845);
- float clampResult65_g11841 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841),
- clampResult65_g11841);
- float4 break2_g11844 = temp_output_1_0_g11841;
- float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb,
- ((lerpResult68_g11841).rgb * pow(
- max(((break2_g11844.x + break2_g11844.x + break2_g11844.y +
- break2_g11844.y + break2_g11844.y + break2_g11844.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a));
- float4 staticSwitch26_g11811 = appendResult7_g11841;
- #else
- float4 staticSwitch26_g11811 = temp_output_3_0_g11811;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11834 = staticSwitch26_g11811;
- float temp_output_59_0_g11834 = temp_output_40_0_g11811;
- float2 temp_output_58_0_g11834 = temp_output_41_0_g11811;
- float linValue16_g11835 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835);
- float linValue16_g11837 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11834 * _MetalNoiseSpeed) +
- temp_output_58_0_g11834)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837);
- float4 break2_g11836 = temp_output_1_0_g11834;
- float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y +
- break2_g11836.y + break2_g11836.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a));
- #else
- float staticSwitch60_g11834 = _MetalFade;
- #endif
- float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11834);
- float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a));
- float4 staticSwitch28_g11811 = appendResult8_g11834;
- #else
- float4 staticSwitch28_g11811 = staticSwitch26_g11811;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11826 = staticSwitch28_g11811;
- float4 break2_g11827 = temp_output_1_0_g11826;
- float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y +
- break2_g11827.y + break2_g11827.z) / 6.0);
- float2 temp_output_72_0_g11826 = temp_output_41_0_g11811;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float temp_output_73_0_g11826 = temp_output_40_0_g11811;
- float linValue16_g11830 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830);
- float linValue16_g11831 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11830 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11826)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831);
- float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb,
- ((pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11828),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a));
- float4 staticSwitch29_g11811 = appendResult26_g11826;
- #else
- float4 staticSwitch29_g11811 = staticSwitch28_g11811;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11820 = staticSwitch29_g11811;
- float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb;
- float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0);
- float2 temp_output_72_0_g11820 = temp_output_41_0_g11811;
- float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823);
- float linValue16_g11821 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11820) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821);
- float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0,
- 1.0);
- float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822);
- float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + (
- localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0);
- float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820,
- (pow(
- max(((break2_g11824.x + break2_g11824.x + break2_g11824.y +
- break2_g11824.y + break2_g11824.y + break2_g11824.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11820) + (_BurnInsideColor).rgb)),
- clampResult18_g11820);
- float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820,
- (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step(
- 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a));
- float4 staticSwitch32_g11811 = appendResult43_g11820;
- #else
- float4 staticSwitch32_g11811 = staticSwitch29_g11811;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11816 = temp_output_41_0_g11811;
- float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817);
- float3 hsvTorgb3_g11819 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819);
- float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation,
- (hsvTorgb36_g11816.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11816 = staticSwitch32_g11811;
- float4 break2_g11818 = temp_output_1_0_g11816;
- float saferPower24_g11816 = abs(
- ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y +
- break2_g11818.z) / 6.0));
- float4 appendResult29_g11816 = (float4(
- ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a));
- float4 staticSwitch34_g11811 = appendResult29_g11816;
- #else
- float4 staticSwitch34_g11811 = staticSwitch32_g11811;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11812 = staticSwitch34_g11811;
- float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb;
- float4 break2_g11814 = temp_output_1_0_g11812;
- float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y +
- break2_g11814.y + break2_g11814.z) / 6.0)).xxx;
- float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11811),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11812 = clamp(
- (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a));
- #else
- float staticSwitch98_g11812 = _ShineFade;
- #endif
- float4 appendResult8_g11812 = (float4(
- (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 *
- staticSwitch98_g11812)), (temp_output_1_0_g11812).a));
- float4 staticSwitch36_g11811 = appendResult8_g11812;
- #else
- float4 staticSwitch36_g11811 = staticSwitch34_g11811;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11847 = temp_output_40_0_g11811;
- float linValue16_g11849 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11811) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849);
- float3 temp_output_24_0_g11847 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11847 = staticSwitch36_g11811;
- float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
- float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0);
- float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847,
- (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x +
- break2_g11848.y + break2_g11848.y + break2_g11848.y +
- break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11847 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847),
- temp_output_1_0_g11847.a));
- float4 staticSwitch39_g11811 = appendResult27_g11847;
- #else
- float4 staticSwitch39_g11811 = staticSwitch36_g11811;
- #endif
- float4 temp_output_10_0_g11851 = staticSwitch39_g11811;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb;
- float2 temp_output_2_0_g11851 = temp_output_41_0_g11811;
- float temp_output_1_0_g11851 = temp_output_40_0_g11811;
- float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed);
- float linValue16_g11854 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float linValue16_g11852 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852);
- float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852);
- float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5);
- float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11851);
- float3 hsvTorgb53_g11851 = HSVToRGB(float3(
- ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11851 = hsvTorgb53_g11851;
- #else
- float3 staticSwitch50_g11851 = lerpResult42_g11851;
- #endif
- float4 break2_g11853 = temp_output_10_0_g11851;
- float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow(
- max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y +
- break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851,
- temp_output_45_0_g11851);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11851 = lerpResult44_g11851;
- #else
- float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 *
- temp_output_45_0_g11851));
- #endif
- float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a));
- float4 staticSwitch11_g11851 = appendResult19_g11851;
- #else
- float4 staticSwitch11_g11851 = temp_output_10_0_g11851;
- #endif
- float4 temp_output_1_0_g11856 = staticSwitch11_g11851;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11856 = temp_output_1_0_g11856;
- float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b));
- float4 break2_g11857 = temp_output_1_0_g11856;
- float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y +
- break2_g11857.y + break2_g11857.z) / 6.0);
- float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11856 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11856 = hsvTorgb12_g11856;
- #else
- float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11856 = lerp(appendResult32_g11856,
- (staticSwitch26_g11856 * pow(
- max(temp_output_4_0_g11856, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a));
- float4 staticSwitch33_g11856 = appendResult6_g11856;
- #else
- float4 staticSwitch33_g11856 = temp_output_1_0_g11856;
- #endif
- float4 temp_output_5_0_g11863 = staticSwitch33_g11856;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11863 = temp_output_5_0_g11863;
- float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b));
- float temp_output_27_0_g11863 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11863));
- #else
- float2 staticSwitch73_g11863 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11863);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11864 = _TextureLayer1Columns;
- int Height10_g11864 = _TextureLayer1Rows;
- float Tile10_g11864 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame));
- float2 Invert10_g11864 = float2(0, 1);
- float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864(
- UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864;
- #else
- float2 staticSwitch20_g11863 = temp_output_72_0_g11863;
- #endif
- float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863);
- float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b));
- float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863);
- float4 break2_g11865 = temp_output_5_0_g11863;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11863 = (pow(
- max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y +
- break2_g11865.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863);
- #else
- float3 staticSwitch80_g11863 = temp_output_16_0_g11863;
- #endif
- float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863,
- (tex2DNode3_g11863.a * _TextureLayer1Fade));
- float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a));
- float4 staticSwitch15_g11863 = appendResult14_g11863;
- #else
- float4 staticSwitch15_g11863 = temp_output_5_0_g11863;
- #endif
- float4 temp_output_5_0_g11859 = staticSwitch15_g11863;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11859 = temp_output_5_0_g11859;
- float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b));
- float temp_output_27_0_g11859 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11859));
- #else
- float2 staticSwitch73_g11859 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11859);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11860 = _TextureLayer2Columns;
- int Height10_g11860 = _TextureLayer2Rows;
- float Tile10_g11860 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame));
- float2 Invert10_g11860 = float2(0, 1);
- float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860(
- UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860;
- #else
- float2 staticSwitch20_g11859 = temp_output_72_0_g11859;
- #endif
- float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859);
- float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b));
- float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859);
- float4 break2_g11861 = temp_output_5_0_g11859;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11859 = (pow(
- max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y +
- break2_g11861.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859);
- #else
- float3 staticSwitch84_g11859 = temp_output_16_0_g11859;
- #endif
- float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859,
- (tex2DNode3_g11859.a * _TextureLayer2Fade));
- float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a));
- float4 staticSwitch15_g11859 = appendResult14_g11859;
- #else
- float4 staticSwitch15_g11859 = temp_output_5_0_g11859;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11859;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11867 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b,
- (break4_g11867.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11867;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11868 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11670))
- : (clampResult154_g11670));
- float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b,
- (break4_g11868.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11868;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11869 = staticSwitch75;
- float4 temp_output_1_0_g11870 = temp_output_1_0_g11869;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11869 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11871 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871);
- float clampResult17_g11870 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) /
- temp_output_53_0_g11870), 0.0, 1.0);
- float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb,
- (temp_output_1_0_g11870.a * clampResult17_g11870)));
- float4 staticSwitch3_g11869 = appendResult3_g11870;
- #else
- float4 staticSwitch3_g11869 = temp_output_1_0_g11869;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11879 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879);
- float temp_output_5_0_g11878 = localMyCustomExpression16_g11879;
- float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade);
- float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11878 = staticSwitch3_g11869;
- float4 appendResult3_g11878 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step(
- temp_output_5_0_g11878,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + (
- temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878)));
- float4 staticSwitch5_g11869 = appendResult3_g11878;
- #else
- float4 staticSwitch5_g11869 = staticSwitch3_g11869;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11880 = staticSwitch5_g11869;
- float2 temp_output_76_0_g11880 = temp_output_18_0_g11869;
- float linValue16_g11881 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881);
- float clampResult17_g11880 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + (
- localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb,
- (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11880))
- : (clampResult17_g11880)))));
- float4 staticSwitch8_g11869 = appendResult3_g11880;
- #else
- float4 staticSwitch8_g11869 = staticSwitch5_g11869;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11876 = temp_output_18_0_g11869;
- float linValue16_g11877 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877);
- float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + (
- localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade);
- float temp_output_76_0_g11876 = step(temp_output_65_0_g11876,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11876 = staticSwitch8_g11869;
- float4 appendResult3_g11876 = (float4(
- ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11876).rgb),
- (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11876))
- : (temp_output_75_0_g11876)))));
- float4 staticSwitch9_g11869 = appendResult3_g11876;
- #else
- float4 staticSwitch9_g11869 = staticSwitch8_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11872 = staticSwitch9_g11869;
- float2 temp_output_161_0_g11872 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11872 = rotatedValue136_g11872;
- float linValue16_g11873 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873);
- float clampResult154_g11872 = clamp(
- ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb,
- (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11872))
- : (clampResult154_g11872)))));
- float4 staticSwitch11_g11869 = appendResult3_g11872;
- #else
- float4 staticSwitch11_g11869 = staticSwitch9_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11874 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11874 = rotatedValue136_g11874;
- float linValue16_g11875 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875);
- float temp_output_168_0_g11874 = max(
- ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874)));
- float4 temp_output_1_0_g11874 = staticSwitch11_g11869;
- float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0);
- float4 appendResult3_g11874 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb),
- (temp_output_1_0_g11874.a * clampResult154_g11874)));
- float4 staticSwitch15_g11869 = appendResult3_g11874;
- #else
- float4 staticSwitch15_g11869 = staticSwitch11_g11869;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11882 = staticSwitch15_g11869;
- float2 temp_output_126_0_g11882 = temp_output_18_0_g11869;
- float temp_output_121_0_g11882 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882));
- float temp_output_17_0_g11883 = length(
- ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11883));
- float clampResult17_g11882 = clamp(
- saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0);
- float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb,
- (temp_output_1_0_g11882.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11882))
- : (clampResult17_g11882)))));
- float4 staticSwitch13_g11869 = appendResult3_g11882;
- #else
- float4 staticSwitch13_g11869 = staticSwitch15_g11869;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11885 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885.
- a));
- #else
- float3 staticSwitch16_g11885 = temp_output_3_0_g11885;
- #endif
- float4 temp_output_1_0_g11885 = staticSwitch13_g11869;
- float4 break2_g11887 = temp_output_1_0_g11885;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow(
- max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y +
- break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11885 = staticSwitch16_g11885;
- #endif
- float4 appendResult6_g11885 = (float4(
- ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb),
- temp_output_1_0_g11885.a));
- float4 staticSwitch5_g11884 = appendResult6_g11885;
- #else
- float4 staticSwitch5_g11884 = staticSwitch13_g11869;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11888 = staticSwitch5_g11884;
- float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11888.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade));
- float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a));
- float4 staticSwitch11_g11884 = appendResult13_g11888;
- #else
- float4 staticSwitch11_g11884 = staticSwitch5_g11884;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11889 = staticSwitch11_g11884;
- float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889.
- a));
- #else
- float3 staticSwitch21_g11889 = temp_output_6_0_g11889;
- #endif
- float4 break2_g11891 = temp_output_1_0_g11889;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11889 = (pow(
- max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y +
- break2_g11891.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889);
- #else
- float3 staticSwitch22_g11889 = staticSwitch21_g11889;
- #endif
- float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade);
- float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a));
- float4 staticSwitch7_g11884 = appendResult9_g11889;
- #else
- float4 staticSwitch7_g11884 = staticSwitch11_g11884;
- #endif
- float4 temp_output_2_0_g11892 = staticSwitch7_g11884;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11894 = temp_output_2_0_g11892;
- float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b));
- float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11893) *
- _ShadowOffset))).a)));
- float4 break6_g11894 = appendResult85_g11892;
- float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b));
- float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a);
- float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894);
- float4 appendResult18_g11894 = (float4(
- (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * (
- 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894));
- float4 staticSwitch82_g11892 = appendResult18_g11894;
- #else
- float4 staticSwitch82_g11892 = temp_output_2_0_g11892;
- #endif
- float4 break4_g11895 = staticSwitch82_g11892;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11753 = 1.0;
- #else
- float staticSwitch8_g11753 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11753 = 1.0;
- #else
- float staticSwitch9_g11753 = staticSwitch8_g11753;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11753;
- float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b,
- (break4_g11895.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11895;
- float4 temp_output_1_0_g11898 = temp_output_344_0;
- float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11898.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11898;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11905 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11905 = (float4(
- ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a));
- float4 staticSwitch6_g11905 = appendResult2_g11905;
- #else
- float4 staticSwitch6_g11905 = temp_output_7_0_g11905;
- #endif
-
- float4 Color = staticSwitch6_g11905;
-
- half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- return outColor;
- }
ENDHLSL
}
-
+
Pass
{
-
+
Name "ScenePickingPass"
- Tags
- {
- "LightMode"="Picking"
- }
+ Tags { "LightMode"="Picking" }
- Cull Off
+ Cull Off
HLSLPROGRAM
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- #pragma vertex vert
- #pragma fragment frag
+ #pragma multi_compile_instancing
- #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
@@ -15527,3661 +13415,3164 @@ length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
- #define SCENEPICKINGPASS 1
+ #define SCENEPICKINGPASS 1
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPRedTint;
- float4 _RecolorRGBYCPYellowTint;
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPCyanTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPPurpleTint;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- float4 _RecolorRGBGreenTint;
- float4 _RecolorRGBRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- float4 _MetalColor;
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- float4 _CamouflageColorA;
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowMask_ST;
- float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnEdgeNoiseScale;
- float2 _BurnPosition;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineTextureSpeed;
- float2 _InnerOutlineNoiseSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineNoiseScale;
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- float2 _FrozenHighlightDistortionSpeed;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Offset;
- float2 _TextureLayer2ScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
- float _RainbowSaturation;
- float _RainbowBrightness;
- float _RainbowContrast;
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- float _FrozenHighlightDensity;
- float _FrozenFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- int _TextureLayer2Columns;
- int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- float _SourceAlphaDissolveNoiseFactor;
- float _SourceAlphaDissolveFade;
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- float _ShineRotation;
- float _ShineFrequency;
- float _ShineSpeed;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedReduce;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
- float _EnchantedBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeSmoothness;
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFrequency;
- #endif
- float _MaskBrightness;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueContrast;
- float _AddHueSaturation;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceRange;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameRadius;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameNoiseFactor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- float _InkSpreadContrast;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintFade;
- float _BlackTintPower;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float _Brightness;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- #endif
- float _NormalIntensity;
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPRedTint;
+ float4 _RecolorRGBYCPYellowTint;
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ float4 _RecolorRGBGreenTint;
+ float4 _RecolorRGBRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ float4 _MetalColor;
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowMask_ST;
+ float4 _SineGlowColor;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnPosition;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineTextureSpeed;
+ float2 _InnerOutlineNoiseSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ float2 _FrozenHighlightDistortionSpeed;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2ScrollSpeed;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ float _RainbowSaturation;
+ float _RainbowBrightness;
+ float _RainbowContrast;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ float _FrozenHighlightDensity;
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ int _TextureLayer2Columns;
+ int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
+ float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ float _ShineRotation;
+ float _ShineFrequency;
+ float _ShineSpeed;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedReduce;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ float _EnchantedRainbowSpeed;
+ float _EnchantedRainbowDensity;
+ float _EnchantedBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeSmoothness;
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFrequency;
+ #endif
+ float _MaskBrightness;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueContrast;
+ float _AddHueSaturation;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceRange;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameNoiseFactor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ float _InkSpreadContrast;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ #endif
+ float _NormalIntensity;
+
struct VertexInput
- {
- float3 positionOS : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_SKINNED_VERTEX_INPUTS
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
+ {
+ float3 positionOS : POSITION;
+ float3 normal : NORMAL;
+ float4 tangent : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_SKINNED_VERTEX_INPUTS
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
- struct VertexOutput
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
+ struct VertexOutput
+ {
+ float4 positionCS : SV_POSITION;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
float4 _SelectionID;
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11757( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11755( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11666( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11668( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11669( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11672( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11762( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11763( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11792( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11815( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11799( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11862( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11864( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11858( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11850( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11844( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11879( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11891( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11887( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11898( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11906( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11908( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11904( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11900( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11902( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
- float MyCustomExpression16_g11716(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ VertexOutput vert(VertexInput v )
+ {
+ VertexOutput o = (VertexOutput)0;
- float MyCustomExpression16_g11714(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+ UNITY_SKINNED_VERTEX_COMPUTE(v);
- float FastNoise101_g11666(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
+ v.positionOS = UnityFlipSprite( v.positionOS, unity_SpriteProps.xy );
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( v.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( v.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11923 = fixedUV475;
+ float2 appendResult72_g11923 = (float2(( _SquishStretch * ( break77_g11923.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11923.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11923 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11926 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ float temp_output_8_0_g11926 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11926 = ( ( sin( ( temp_output_8_0_g11926 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11926 );
+ #else
+ float2 staticSwitch4_g11926 = temp_output_2_0_g11926;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11927 = temp_output_8_0_g11926;
+ float3 rotatedValue21_g11927 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11927 * _VibrateRotation ) );
+ float2 staticSwitch6_g11926 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11927 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11927).xy ) + staticSwitch4_g11926 );
+ #else
+ float2 staticSwitch6_g11926 = staticSwitch4_g11926;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11926 = ( staticSwitch6_g11926 + ( (v.positionOS).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11926 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11926 = staticSwitch6_g11926;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11926;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (v.positionOS).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (v.positionOS).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ float linValue16_g11757 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11754 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord1 = screenPos;
+ o.ase_texcoord2.xyz = ase_positionWS;
+
+ o.ase_texcoord.xy = v.ase_texcoord.xy;
+ o.ase_texcoord3 = float4(v.positionOS,1);
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord.zw = 0;
+ o.ase_texcoord2.w = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.positionOS;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.positionOS = vertexValue;
+ #else
+ v.positionOS += vertexValue;
+ #endif
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
+ VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
+ float3 positionWS = TransformObjectToWorld(v.positionOS);
+ o.positionCS = TransformWorldToHClip(positionWS);
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
+ return o;
+ }
- float MyCustomExpression16_g11668(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
+ half4 frag(VertexOutput IN ) : SV_TARGET
+ {
+ float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord1;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord2.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11662 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11662 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11662 = spriteRectMax377;
+ float2 break9_g11662 = float2( 0,0 );
+ float2 break8_g11662 = float2( 1,1 );
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
+ float2 staticSwitch366 = appendResult15_g11662;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11665 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11666 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11666 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11666 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11666 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11666 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11666 = _WindXPosition;
+ #else
+ float staticSwitch111_g11666 = transform62_g11666.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11666 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11666 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11758 = _TimeValue;
+ #else
+ float staticSwitch44_g11758 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11758 = UnscaledTime;
+ #else
+ float staticSwitch34_g11758 = staticSwitch44_g11758;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11758 = ( staticSwitch34_g11758 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11758 = staticSwitch34_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11758 = ( floor( ( staticSwitch37_g11758 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11758 = staticSwitch37_g11758;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11758 = ( ( sin( ( staticSwitch38_g11758 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11758 = staticSwitch38_g11758;
+ #endif
+ float shaderTime237 = staticSwitch42_g11758;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11666 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11666 = WindTime;
+ #endif
+ float temp_output_50_0_g11666 = ( ( staticSwitch111_g11666 * staticSwitch113_g11666 ) + staticSwitch125_g11666 );
+ float x101_g11666 = temp_output_50_0_g11666;
+ float localFastNoise101_g11666 = FastNoise101_g11666( x101_g11666 );
+ float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
+ float simplePerlin2D121_g11666 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11666 = simplePerlin2D121_g11666*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11666 = simplePerlin2D121_g11666;
+ #else
+ float staticSwitch123_g11666 = ( localFastNoise101_g11666 + 0.5 );
+ #endif
+ float lerpResult86_g11666 = lerp( staticSwitch117_g11666 , staticSwitch118_g11666 , staticSwitch123_g11666);
+ float clampResult29_g11666 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11666 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
+ float temp_output_39_0_g11666 = ( temp_output_1_0_g11666.y + _WindFlip );
+ float3 appendResult43_g11666 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11666 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11666 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11666 )));
+ float3 rotatedValue19_g11666 = RotateAroundAxis( appendResult43_g11666, float3( ( appendResult27_g11666 + temp_output_1_0_g11666 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11666 * temp_output_39_0_g11666 ) );
+ float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
+ #else
+ float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11759 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11759 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11759 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11759 = temp_output_61_0_g11759;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11759 = (IN.ase_texcoord3.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11759 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11759 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11759 = ( texCoord23_g11759 * ( appendResult28_g11759 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11759 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11759 = ( temp_output_61_0_g11759 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11759;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11667 = shaderPosition235;
+ float linValue16_g11668 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11667 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 );
+ float linValue16_g11669 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11667 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
+ float2 appendResult189_g11667 = (float2(( localMyCustomExpression16_g11668 - 0.5 ) , ( localMyCustomExpression16_g11669 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11665 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11667 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11665;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11670 = shaderPosition235;
+ float linValue16_g11672 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
+ float3 rotatedValue168_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11672 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11670 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11670 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11670 = rotatedValue136_g11670;
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float clampResult154_g11670 = clamp( ( ( break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11670).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11760 = unity_OrthoParams.y;
+ float temp_output_8_0_g11760 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11760 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11760 );
+ float2 temp_cast_4 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11762 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 );
+ float clampResult75_g11760 = clamp( localMyCustomExpression16_g11762 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11760).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11763 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11763 = MyCustomExpression16_g11763( linValue16_g11763 );
+ float2 appendResult10_g11761 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11761 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11761 = appendResult2_g11761;
+ #else
+ float2 staticSwitch9_g11761 = ( float2( 100,100 ) / appendResult10_g11761 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11760 = (float2(( ( ( clampResult75_g11760 * ( localMyCustomExpression16_g11763 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11761.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11760 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11673 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11673;
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11673 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11674 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11765 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11775 = staticSwitch62;
+ float2 temp_output_26_0_g11775 = shaderPosition235;
+ float temp_output_25_0_g11775 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11775 + ( _UVDistortSpeed * temp_output_25_0_g11775 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float2 lerpResult21_g11782 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11785);
+ float2 appendResult10_g11784 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11784 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11784 = appendResult2_g11784;
+ #else
+ float2 staticSwitch9_g11784 = ( float2( 100,100 ) / appendResult10_g11784 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11783 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11782 = ( _UVDistortFade * ( tex2DNode3_g11783.r * tex2DNode3_g11783.a ) );
+ #else
+ float staticSwitch29_g11782 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11775 = ( temp_output_1_0_g11775 + ( lerpResult21_g11782 * staticSwitch9_g11784 * staticSwitch29_g11782 ) );
+ #else
+ float2 staticSwitch5_g11775 = temp_output_1_0_g11775;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11781 = staticSwitch5_g11775;
+ float2 staticSwitch7_g11775 = ( temp_output_1_0_g11781 + ( ( temp_output_1_0_g11781 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11781 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11775 = staticSwitch5_g11775;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11780 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11775 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11775 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11775 = (rotatedValue36_g11780).xy;
+ #else
+ float2 staticSwitch9_g11775 = staticSwitch7_g11775;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11779 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11775 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11775 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11775 = (rotatedValue8_g11779).xy;
+ #else
+ float2 staticSwitch16_g11775 = staticSwitch9_g11775;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11775 = ( ( _UVScrollSpeed * temp_output_25_0_g11775 ) + staticSwitch16_g11775 );
+ #else
+ float2 staticSwitch14_g11775 = staticSwitch16_g11775;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11777 = ( ( _PixelatePixelDensity * ( appendResult35_g11777 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11777 = clamp( ( floor( ( MultFactor30_g11777 * ( staticSwitch14_g11775 + ( float2( 0.5,0.5 ) / MultFactor30_g11777 ) ) ) ) / MultFactor30_g11777 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11775 = clampResult46_g11777;
+ #else
+ float2 staticSwitch4_g11775 = staticSwitch14_g11775;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11775 = ( ( ( staticSwitch4_g11775 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11775 = staticSwitch4_g11775;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch24_g11775;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11786 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11775.y + ( _WiggleSpeed * temp_output_25_0_g11775 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11786 = ( temp_output_7_0_g11786 * temp_output_1_0_g11786.y );
+ #else
+ float staticSwitch18_g11786 = temp_output_7_0_g11786;
+ #endif
+ float2 appendResult12_g11786 = (float2(staticSwitch18_g11786 , 0.0));
+ float2 staticSwitch13_g11786 = ( temp_output_1_0_g11786 + appendResult12_g11786 );
+ #else
+ float2 staticSwitch13_g11786 = temp_output_1_0_g11786;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11786;
+ float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11753 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11756 = max( _FadingWidth , 0.001 );
+ float linValue16_g11757 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 );
+ float clampResult14_g11756 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11756 ) ) - localMyCustomExpression16_g11757 ) / temp_output_4_0_g11756 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11754 = shaderPosition235;
+ float linValue16_g11755 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11754 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11754 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11754 ) + ( localMyCustomExpression16_g11755 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11753.r * tex2DNode3_g11753.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11756;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11754;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11787 = staticSwitch485;
+ float2 break11_g11787 = float2( 0,0 );
+ float2 break10_g11787 = float2( 1,1 );
+ float2 break9_g11787 = spriteRectMin376;
+ float2 break8_g11787 = spriteRectMax377;
+ float2 appendResult15_g11787 = (float2( (break9_g11787.x + ( break14_g11787.x - break11_g11787.x ) * ( break8_g11787.x - break9_g11787.x ) / ( break10_g11787.x - break11_g11787.x ) ) , (break9_g11787.y + ( break14_g11787.y - break11_g11787.y ) * ( break8_g11787.y - break9_g11787.y ) / ( break10_g11787.y - break11_g11787.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11787 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11837 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11837 ) ) / appendResult7_g11837 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11733 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11734 = _MainTex;
+ float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
+ float2 uvs3_g11734 = temp_output_1_0_g11733;
+ float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 );
+ float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
+ #else
+ float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11745 = temp_output_10_0_g11735;
+ float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 );
+ float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
+ float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
+ float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745));
+ float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11735;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float temp_output_2_0_g11742 = temp_output_10_0_g11735;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11735;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11733 = staticSwitch8_g11733;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
+ float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 );
+ float temp_output_2_0_g11749 = _SharpenOffset;
+ float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
+ float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749));
+ float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 );
+ float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
+ float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 );
+ float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748));
+ float4 staticSwitch12_g11733 = appendResult24_g11748;
+ #else
+ float4 staticSwitch12_g11733 = staticSwitch3_g11733;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11733;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11752 = temp_output_471_0;
+ float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a));
+ float4 staticSwitch354 = appendResult8_g11752;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11766 = originalColor191;
+ float4 temp_output_1_0_g11767 = temp_output_1_0_g11766;
+ float2 temp_output_7_0_g11766 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11767 = temp_output_7_0_g11766;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11767 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult28_g11767 = clamp( ( ( ( localMyCustomExpression16_g11768 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11767 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11767 = lerp( (temp_output_1_0_g11767).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11767 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11767 = (float4(lerpResult34_g11767 , ( clampResult28_g11767 * _SmokeAlpha * temp_output_1_0_g11767.a )));
+ float4 staticSwitch2_g11766 = appendResult31_g11767;
+ #else
+ float4 staticSwitch2_g11766 = temp_output_1_0_g11766;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11769 = staticSwitch2_g11766;
+ float2 temp_output_57_0_g11769 = temp_output_7_0_g11766;
+ float4 tex2DNode3_g11769 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11769 );
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11769 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ float clampResult37_g11769 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11769.r + ( localMyCustomExpression16_g11770 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11769 = (float4((temp_output_1_0_g11769).rgb , ( temp_output_1_0_g11769.a * pow( clampResult37_g11769 , ( _CustomFadeSmoothness / max( tex2DNode3_g11769.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11766 = appendResult13_g11769;
+ #else
+ float4 staticSwitch3_g11766 = staticSwitch2_g11766;
+ #endif
+ float4 temp_output_1_0_g11771 = staticSwitch3_g11766;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11772 = temp_output_1_0_g11771;
+ float2 appendResult4_g11772 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11772 = ( appendResult4_g11772 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11772 = step( ( ceil( temp_output_44_0_g11772 ) - temp_output_44_0_g11772 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11772 = (float4(( (temp_output_1_0_g11772).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11772.x + break12_g11772.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11772.a));
+ float4 staticSwitch2_g11771 = appendResult42_g11772;
+ #else
+ float4 staticSwitch2_g11771 = temp_output_1_0_g11771;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11773 = finalUV146;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11773 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float saferPower57_g11773 = abs( max( ( temp_output_75_0_g11773.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11773 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11773 = clamp( ( ( ( localMyCustomExpression16_g11774 * pow( saferPower57_g11773 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11773 - distance( temp_output_75_0_g11773 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11773 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11773 = ( clampResult70_g11773 * _FlameBrightness );
+ float4 appendResult31_g11773 = (float4(temp_output_63_0_g11773 , temp_output_63_0_g11773 , temp_output_63_0_g11773 , clampResult70_g11773));
+ float4 staticSwitch6_g11771 = ( appendResult31_g11773 * staticSwitch2_g11771 );
+ #else
+ float4 staticSwitch6_g11771 = staticSwitch2_g11771;
+ #endif
+ float4 temp_output_3_0_g11788 = staticSwitch6_g11771;
+ float4 temp_output_1_0_g11820 = temp_output_3_0_g11788;
+ float4 appendResult91_g11820 = (float4((temp_output_1_0_g11820).rgb , 1.0));
+ float2 temp_output_1_0_g11788 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11820 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch81_g11820 = appendResult91_g11820;
+ #endif
+ float3 break82_g11820 = (staticSwitch81_g11820).xyz;
+ float temp_output_84_0_g11820 = max( ( break82_g11820.x + break82_g11820.y + break82_g11820.z ) , 0.001 );
+ float4 break71_g11820 = ( ( _RecolorRGBRedTint * ( break82_g11820.x / temp_output_84_0_g11820 ) ) + ( _RecolorRGBGreenTint * ( break82_g11820.y / temp_output_84_0_g11820 ) ) + ( ( break82_g11820.z / temp_output_84_0_g11820 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11820 = (float3(break71_g11820.r , break71_g11820.g , break71_g11820.b));
+ float4 break2_g11821 = temp_output_1_0_g11820;
+ float saferPower57_g11820 = abs( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) );
+ float3 lerpResult26_g11820 = lerp( (temp_output_1_0_g11820).rgb , ( appendResult56_g11820 * pow( saferPower57_g11820 , ( max( break71_g11820.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11820.w * _RecolorRGBFade ));
+ float4 appendResult30_g11820 = (float4(lerpResult26_g11820 , temp_output_1_0_g11820.a));
+ float4 staticSwitch43_g11788 = appendResult30_g11820;
+ #else
+ float4 staticSwitch43_g11788 = temp_output_3_0_g11788;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11818 = staticSwitch43_g11788;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11818 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11788 );
+ #else
+ float4 staticSwitch62_g11818 = temp_output_1_0_g11818;
+ #endif
+ float3 hsvTorgb33_g11818 = RGBToHSV( staticSwitch62_g11818.rgb );
+ float temp_output_43_0_g11818 = ( ( hsvTorgb33_g11818.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.8333333 )
+ ifLocalVar46_g11818 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11818 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.6666667 )
+ ifLocalVar44_g11818 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11818 = ifLocalVar46_g11818;
+ float4 ifLocalVar47_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.3333333 )
+ ifLocalVar47_g11818 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11818 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11818 = 0;
+ if( temp_output_43_0_g11818 <= 0.1666667 )
+ ifLocalVar45_g11818 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11818 = ifLocalVar47_g11818;
+ float4 ifLocalVar35_g11818 = 0;
+ if( temp_output_43_0_g11818 >= 0.5 )
+ ifLocalVar35_g11818 = ifLocalVar44_g11818;
+ else
+ ifLocalVar35_g11818 = ifLocalVar45_g11818;
+ float4 break55_g11818 = ifLocalVar35_g11818;
+ float3 appendResult56_g11818 = (float3(break55_g11818.r , break55_g11818.g , break55_g11818.b));
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float saferPower57_g11818 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) );
+ float3 lerpResult26_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( appendResult56_g11818 * pow( saferPower57_g11818 , max( ( break55_g11818.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11818.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11818 = (float4(lerpResult26_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch9_g11788 = appendResult30_g11818;
+ #else
+ float4 staticSwitch9_g11788 = staticSwitch43_g11788;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11792 = staticSwitch9_g11788;
+ float3 temp_output_2_0_g11792 = (temp_output_1_0_g11792).rgb;
+ float3 In115_g11792 = temp_output_2_0_g11792;
+ float3 From115_g11792 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 To115_g11792 = ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11792 = _ColorReplaceSmoothness;
+ float Range115_g11792 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11792 = MyCustomExpression115_g11792( In115_g11792 , From115_g11792 , To115_g11792 , Fuzziness115_g11792 , Range115_g11792 );
+ float3 lerpResult112_g11792 = lerp( temp_output_2_0_g11792 , localMyCustomExpression115_g11792 , _ColorReplaceFade);
+ float4 appendResult4_g11792 = (float4(lerpResult112_g11792 , temp_output_1_0_g11792.a));
+ float4 staticSwitch29_g11788 = appendResult4_g11792;
+ #else
+ float4 staticSwitch29_g11788 = staticSwitch9_g11788;
+ #endif
+ float4 temp_output_1_0_g11805 = staticSwitch29_g11788;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11805 = (temp_output_1_0_g11805).rgb;
+ float3 lerpResult3_g11805 = lerp( temp_output_9_0_g11805 , ( 1.0 - temp_output_9_0_g11805 ) , _NegativeFade);
+ float4 appendResult8_g11805 = (float4(lerpResult3_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch4_g11805 = appendResult8_g11805;
+ #else
+ float4 staticSwitch4_g11805 = temp_output_1_0_g11805;
+ #endif
+ float4 temp_output_57_0_g11788 = staticSwitch4_g11805;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11828 = temp_output_57_0_g11788;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11828 = (float4(pow( max( (temp_output_1_0_g11828).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11828.a));
+ float4 staticSwitch32_g11788 = appendResult4_g11828;
+ #else
+ float4 staticSwitch32_g11788 = temp_output_57_0_g11788;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11803 = staticSwitch32_g11788;
+ float4 appendResult6_g11803 = (float4(( (temp_output_2_0_g11803).rgb * _Brightness ) , temp_output_2_0_g11803.a));
+ float4 staticSwitch33_g11788 = appendResult6_g11803;
+ #else
+ float4 staticSwitch33_g11788 = staticSwitch32_g11788;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11804 = staticSwitch33_g11788;
+ float3 hsvTorgb1_g11804 = RGBToHSV( temp_output_2_0_g11804.rgb );
+ float3 hsvTorgb3_g11804 = HSVToRGB( float3(( hsvTorgb1_g11804.x + _Hue ),hsvTorgb1_g11804.y,hsvTorgb1_g11804.z) );
+ float4 appendResult8_g11804 = (float4(hsvTorgb3_g11804 , temp_output_2_0_g11804.a));
+ float4 staticSwitch36_g11788 = appendResult8_g11804;
+ #else
+ float4 staticSwitch36_g11788 = staticSwitch33_g11788;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11822 = staticSwitch36_g11788;
+ float4 break2_g11823 = temp_output_1_0_g11822;
+ float temp_output_3_0_g11822 = ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 );
+ float clampResult25_g11822 = clamp( ( ( ( ( temp_output_3_0_g11822 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11822 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11822);
+ float3 lerpResult11_g11822 = lerp( (temp_output_1_0_g11822).rgb , ( lerpResult6_g11822 * pow( max( temp_output_3_0_g11822 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11822 = (float4(lerpResult11_g11822 , temp_output_1_0_g11822.a));
+ float4 staticSwitch30_g11788 = appendResult18_g11822;
+ #else
+ float4 staticSwitch30_g11788 = staticSwitch36_g11788;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11800 = staticSwitch30_g11788;
+ float3 temp_output_4_0_g11800 = (temp_output_1_0_g11800).rgb;
+ float4 break12_g11800 = temp_output_1_0_g11800;
+ float3 lerpResult7_g11800 = lerp( temp_output_4_0_g11800 , ( temp_output_4_0_g11800 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11800.r , break12_g11800.g ) , break12_g11800.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11800 = lerp( temp_output_4_0_g11800 , lerpResult7_g11800 , _BlackTintFade);
+ float4 appendResult11_g11800 = (float4(lerpResult13_g11800 , break12_g11800.a));
+ float4 staticSwitch20_g11788 = appendResult11_g11800;
+ #else
+ float4 staticSwitch20_g11788 = staticSwitch30_g11788;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11814 = staticSwitch20_g11788;
+ float4 break2_g11816 = temp_output_1_0_g11814;
+ float2 temp_output_65_0_g11814 = shaderPosition235;
+ float linValue16_g11815 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11814 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11815 = MyCustomExpression16_g11815( linValue16_g11815 );
+ float clampResult53_g11814 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11814 ) ) + ( localMyCustomExpression16_g11815 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11814 = lerp( (temp_output_1_0_g11814).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11814 ));
+ float4 appendResult9_g11814 = (float4(lerpResult7_g11814 , (temp_output_1_0_g11814).a));
+ float4 staticSwitch17_g11788 = appendResult9_g11814;
+ #else
+ float4 staticSwitch17_g11788 = staticSwitch20_g11788;
+ #endif
+ float temp_output_39_0_g11788 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11806 = staticSwitch17_g11788;
+ float3 hsvTorgb15_g11806 = RGBToHSV( (temp_output_1_0_g11806).rgb );
+ float3 hsvTorgb19_g11806 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _ShiftHueSpeed ) + hsvTorgb15_g11806.x ),hsvTorgb15_g11806.y,hsvTorgb15_g11806.z) );
+ float4 appendResult6_g11806 = (float4(hsvTorgb19_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch19_g11788 = appendResult6_g11806;
+ #else
+ float4 staticSwitch19_g11788 = staticSwitch17_g11788;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11810 = HSVToRGB( float3(( ( temp_output_39_0_g11788 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11810 = staticSwitch19_g11788;
+ float4 break2_g11812 = temp_output_1_0_g11810;
+ float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11811 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11810 = ( _AddHueFade * ( tex2DNode3_g11811.r * tex2DNode3_g11811.a ) );
+ #else
+ float staticSwitch33_g11810 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11810 = (float4(( ( hsvTorgb19_g11810 * pow( max( ( ( break2_g11812.x + break2_g11812.x + break2_g11812.y + break2_g11812.y + break2_g11812.y + break2_g11812.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11810 ) + (temp_output_1_0_g11810).rgb ) , temp_output_1_0_g11810.a));
+ float4 staticSwitch23_g11788 = appendResult6_g11810;
+ #else
+ float4 staticSwitch23_g11788 = staticSwitch19_g11788;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11807 = staticSwitch23_g11788;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float3 temp_output_13_0_g11807 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11807 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11807 = ( (tex2DNode30_g11807).rgb * temp_output_13_0_g11807 * tex2DNode30_g11807.a );
+ #else
+ float3 staticSwitch27_g11807 = temp_output_13_0_g11807;
+ #endif
+ float4 appendResult21_g11807 = (float4(( (temp_output_1_0_g11807).rgb + ( pow( max( ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11807 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11788 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11807.a));
+ float4 staticSwitch28_g11788 = appendResult21_g11807;
+ #else
+ float4 staticSwitch28_g11788 = staticSwitch23_g11788;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11795 = staticSwitch28_g11788;
+ float4 break2_g11796 = temp_output_1_0_g11795;
+ float3 temp_cast_46 = (( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11795 = lerp( temp_cast_46 , (temp_output_1_0_g11795).rgb , _Saturation);
+ float4 appendResult8_g11795 = (float4(lerpResult5_g11795 , temp_output_1_0_g11795.a));
+ float4 staticSwitch38_g11788 = appendResult8_g11795;
+ #else
+ float4 staticSwitch38_g11788 = staticSwitch28_g11788;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11797 = staticSwitch38_g11788;
+ float3 temp_output_82_0_g11797 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11797 = temp_output_1_0_g11788;
+ float temp_output_179_0_g11797 = temp_output_39_0_g11788;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11797 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11797 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11797 ) ) )).rgb * temp_output_82_0_g11797 );
+ #else
+ float3 staticSwitch187_g11797 = temp_output_82_0_g11797;
+ #endif
+ float linValue16_g11799 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11797 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11797 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11799 = MyCustomExpression16_g11799( linValue16_g11799 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11797 = ( ( localMyCustomExpression16_g11799 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11797 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11797 = ( staticSwitch169_g11797 + temp_output_7_0_g11797 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11797 = staticSwitch9_g11798;
+ float temp_output_178_0_g11797 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11797 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11797 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11797 ) ) ).a ) ) );
+ float3 lerpResult176_g11797 = lerp( (temp_output_15_0_g11797).rgb , staticSwitch187_g11797 , temp_output_178_0_g11797);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11797 = ( temp_output_178_0_g11797 * temp_output_15_0_g11797.a );
+ #else
+ float staticSwitch188_g11797 = temp_output_15_0_g11797.a;
+ #endif
+ float4 appendResult177_g11797 = (float4(lerpResult176_g11797 , staticSwitch188_g11797));
+ float4 staticSwitch12_g11788 = appendResult177_g11797;
+ #else
+ float4 staticSwitch12_g11788 = staticSwitch38_g11788;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11825 = staticSwitch12_g11788;
+ float3 temp_output_82_0_g11825 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11825 = temp_output_1_0_g11788;
+ float temp_output_186_0_g11825 = temp_output_39_0_g11788;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11825 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11825 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11825 ) ) )).rgb * temp_output_82_0_g11825 );
+ #else
+ float3 staticSwitch199_g11825 = temp_output_82_0_g11825;
+ #endif
+ float temp_output_182_0_g11825 = ( ( 1.0 - temp_output_15_0_g11825.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11825 = 1.0;
+ #else
+ float staticSwitch203_g11825 = temp_output_182_0_g11825;
+ #endif
+ float3 lerpResult178_g11825 = lerp( (temp_output_15_0_g11825).rgb , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float3 lerpResult170_g11825 = lerp( lerpResult178_g11825 , staticSwitch199_g11825 , staticSwitch203_g11825);
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11825 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11825 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11825 = ( ( localMyCustomExpression16_g11826 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11825 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11825 = ( staticSwitch157_g11825 + temp_output_7_0_g11825 );
+ float2 appendResult10_g11827 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11827 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11827 = appendResult2_g11827;
+ #else
+ float2 staticSwitch9_g11827 = ( float2( 100,100 ) / appendResult10_g11827 );
+ #endif
+ float2 temp_output_25_0_g11825 = staticSwitch9_g11827;
+ float lerpResult168_g11825 = lerp( temp_output_15_0_g11825.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11825 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11825 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11825 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11825 = ( temp_output_182_0_g11825 * lerpResult168_g11825 );
+ #else
+ float staticSwitch200_g11825 = lerpResult168_g11825;
+ #endif
+ float4 appendResult174_g11825 = (float4(lerpResult170_g11825 , staticSwitch200_g11825));
+ float4 staticSwitch13_g11788 = appendResult174_g11825;
+ #else
+ float4 staticSwitch13_g11788 = staticSwitch12_g11788;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11802 = staticSwitch13_g11788;
+ float3 temp_output_82_0_g11802 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11802 = temp_output_1_0_g11788;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11802 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11802 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11788 ) ) )).rgb * temp_output_82_0_g11802 );
+ #else
+ float3 staticSwitch199_g11802 = temp_output_82_0_g11802;
+ #endif
+ float temp_output_213_0_g11802 = ( _PixelOutlineFade * step( temp_output_15_0_g11802.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11802 = ( ( 1.0 - temp_output_15_0_g11802.a ) * min( ( temp_output_213_0_g11802 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11802 = 1.0;
+ #else
+ float staticSwitch203_g11802 = temp_output_182_0_g11802;
+ #endif
+ float3 lerpResult178_g11802 = lerp( (temp_output_15_0_g11802).rgb , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float3 lerpResult170_g11802 = lerp( lerpResult178_g11802 , staticSwitch199_g11802 , staticSwitch203_g11802);
+ float2 appendResult206_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11802 = ( float2( 1,1 ) / appendResult206_g11802 );
+ float lerpResult168_g11802 = lerp( temp_output_15_0_g11802.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11802 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11802 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11802 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11802);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11802 = ( temp_output_182_0_g11802 * lerpResult168_g11802 );
+ #else
+ float staticSwitch200_g11802 = lerpResult168_g11802;
+ #endif
+ float4 appendResult174_g11802 = (float4(lerpResult170_g11802 , staticSwitch200_g11802));
+ float4 staticSwitch48_g11788 = appendResult174_g11802;
+ #else
+ float4 staticSwitch48_g11788 = staticSwitch13_g11788;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11789 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11788 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11789 = staticSwitch48_g11788;
+ float4 break2_g11790 = temp_output_5_0_g11789;
+ float4 appendResult12_g11789 = (float4(( ( lerpResult15_g11789 * _PingPongGlowFade * pow( max( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11789).rgb ) , temp_output_5_0_g11789.a));
+ float4 staticSwitch46_g11788 = appendResult12_g11789;
+ #else
+ float4 staticSwitch46_g11788 = staticSwitch48_g11788;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11788;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11830 = temp_output_361_0;
+ float4 break2_g11831 = temp_output_1_0_g11830;
+ float temp_output_44_0_g11830 = unity_OrthoParams.y;
+ float4 appendResult22_g11830 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11831.x + break2_g11831.x + break2_g11831.y + break2_g11831.y + break2_g11831.y + break2_g11831.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11830 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11830 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11830.a )));
+ float4 lerpResult37_g11830 = lerp( temp_output_1_0_g11830 , appendResult22_g11830 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11830;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11833 = staticSwitch56;
+ float4 break2_g11835 = temp_output_1_0_g11833;
+ float temp_output_34_0_g11833 = shaderTime237;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11833 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float3 hsvTorgb3_g11836 = HSVToRGB( float3(( localMyCustomExpression16_g11834 + ( temp_output_34_0_g11833 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11836 ) , glitchFade152);
+ float4 appendResult27_g11833 = (float4(lerpResult23_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch57 = appendResult27_g11833;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11838 = staticSwitch57;
+ float4 temp_output_1_0_g11868 = temp_output_3_0_g11838;
+ float2 temp_output_41_0_g11838 = shaderPosition235;
+ float2 temp_output_99_0_g11868 = temp_output_41_0_g11838;
+ float temp_output_40_0_g11838 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11838 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11868 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11868 = ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11868 );
+ #else
+ float2 staticSwitch101_g11868 = temp_output_99_0_g11868;
+ #endif
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11868 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult52_g11868 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11870 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11868 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11868 ) , clampResult52_g11868);
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11868 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float clampResult65_g11868 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11872 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11868 = lerp( lerpResult55_g11868 , ( _CamouflageColorB * clampResult65_g11868 ) , clampResult65_g11868);
+ float4 break2_g11871 = temp_output_1_0_g11868;
+ float3 lerpResult4_g11868 = lerp( (temp_output_1_0_g11868).rgb , ( (lerpResult68_g11868).rgb * pow( max( ( ( break2_g11871.x + break2_g11871.x + break2_g11871.y + break2_g11871.y + break2_g11871.y + break2_g11871.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11868 = (float4(lerpResult4_g11868 , temp_output_1_0_g11868.a));
+ float4 staticSwitch26_g11838 = appendResult7_g11868;
+ #else
+ float4 staticSwitch26_g11838 = temp_output_3_0_g11838;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11861 = staticSwitch26_g11838;
+ float temp_output_59_0_g11861 = temp_output_40_0_g11838;
+ float2 temp_output_58_0_g11861 = temp_output_41_0_g11838;
+ float linValue16_g11862 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11861 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11861 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11862 = MyCustomExpression16_g11862( linValue16_g11862 );
+ float linValue16_g11864 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11862 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11861 * _MetalNoiseSpeed ) + temp_output_58_0_g11861 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11864 = MyCustomExpression16_g11864( linValue16_g11864 );
+ float4 break2_g11863 = temp_output_1_0_g11861;
+ float temp_output_5_0_g11861 = ( ( break2_g11863.x + break2_g11863.x + break2_g11863.y + break2_g11863.y + break2_g11863.y + break2_g11863.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11866 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11861 = ( _MetalFade * ( tex2DNode3_g11866.r * tex2DNode3_g11866.a ) );
+ #else
+ float staticSwitch60_g11861 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11861 = lerp( temp_output_1_0_g11861 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11864 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11861 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11861);
+ float4 appendResult8_g11861 = (float4((lerpResult45_g11861).rgb , (temp_output_1_0_g11861).a));
+ float4 staticSwitch28_g11838 = appendResult8_g11861;
+ #else
+ float4 staticSwitch28_g11838 = staticSwitch26_g11838;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11853 = staticSwitch28_g11838;
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_7_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float2 temp_output_72_0_g11853 = temp_output_41_0_g11838;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11853 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float temp_output_73_0_g11853 = temp_output_40_0_g11838;
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11853 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11853 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11858 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11853 * _FrozenHighlightSpeed ) + temp_output_72_0_g11853 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11858 = MyCustomExpression16_g11858( linValue16_g11858 );
+ float3 lerpResult57_g11853 = lerp( (temp_output_1_0_g11853).rgb , ( ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11855 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11858 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11853 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11853 = (float4(lerpResult57_g11853 , temp_output_1_0_g11853.a));
+ float4 staticSwitch29_g11838 = appendResult26_g11853;
+ #else
+ float4 staticSwitch29_g11838 = staticSwitch28_g11838;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11847 = staticSwitch29_g11838;
+ float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
+ float4 break2_g11851 = float4( temp_output_28_0_g11847 , 0.0 );
+ float2 temp_output_72_0_g11847 = temp_output_41_0_g11838;
+ float linValue16_g11850 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11850 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11847 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float clampResult68_g11847 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11848 ) , 0.0 , 1.0 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11847 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_15_0_g11847 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11847 , _BurnPosition ) ) + ( localMyCustomExpression16_g11849 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11847 = clamp( temp_output_15_0_g11847 , 0.0 , 1.0 );
+ float3 lerpResult29_g11847 = lerp( temp_output_28_0_g11847 , ( pow( max( ( ( break2_g11851.x + break2_g11851.x + break2_g11851.y + break2_g11851.y + break2_g11851.y + break2_g11851.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11847 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11847);
+ float3 lerpResult40_g11847 = lerp( temp_output_28_0_g11847 , ( lerpResult29_g11847 + ( ( step( temp_output_15_0_g11847 , 1.0 ) * step( 0.0 , temp_output_15_0_g11847 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11847 = (float4(lerpResult40_g11847 , temp_output_1_0_g11847.a));
+ float4 staticSwitch32_g11838 = appendResult43_g11847;
+ #else
+ float4 staticSwitch32_g11838 = staticSwitch29_g11838;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11843 = temp_output_41_0_g11838;
+ float linValue16_g11844 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11843 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 );
+ float3 hsvTorgb3_g11846 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11843 , _RainbowCenter ) + ( localMyCustomExpression16_g11844 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11838 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11843 = RGBToHSV( hsvTorgb3_g11846 );
+ float3 hsvTorgb37_g11843 = HSVToRGB( float3(hsvTorgb36_g11843.x,_RainbowSaturation,( hsvTorgb36_g11843.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11843 = staticSwitch32_g11838;
+ float4 break2_g11845 = temp_output_1_0_g11843;
+ float saferPower24_g11843 = abs( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) );
+ float4 appendResult29_g11843 = (float4(( ( hsvTorgb37_g11843 * pow( saferPower24_g11843 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11843).rgb ) , temp_output_1_0_g11843.a));
+ float4 staticSwitch34_g11838 = appendResult29_g11843;
+ #else
+ float4 staticSwitch34_g11838 = staticSwitch32_g11838;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11839 = staticSwitch34_g11838;
+ float3 temp_output_57_0_g11839 = (temp_output_1_0_g11839).rgb;
+ float4 break2_g11841 = temp_output_1_0_g11839;
+ float3 temp_cast_69 = (( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11839 = lerp( temp_cast_69 , temp_output_57_0_g11839 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11839 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11838 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11839 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11839 = clamp( ( ( ( sin( ( rotatedValue69_g11839.x - ( temp_output_40_0_g11838 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11839 ) ) / temp_output_103_0_g11839 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11840 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11839 = ( _ShineFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) );
+ #else
+ float staticSwitch98_g11839 = _ShineFade;
+ #endif
+ float4 appendResult8_g11839 = (float4(( temp_output_57_0_g11839 + ( ( pow( max( lerpResult92_g11839 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11839 * staticSwitch98_g11839 ) ) , (temp_output_1_0_g11839).a));
+ float4 staticSwitch36_g11838 = appendResult8_g11839;
+ #else
+ float4 staticSwitch36_g11838 = staticSwitch34_g11838;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11874 = temp_output_40_0_g11838;
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11874 * _PoisonNoiseSpeed ) + temp_output_41_0_g11838 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float3 temp_output_24_0_g11874 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11874 = staticSwitch36_g11838;
+ float3 temp_output_28_0_g11874 = (temp_output_1_0_g11874).rgb;
+ float4 break2_g11875 = float4( temp_output_28_0_g11874 , 0.0 );
+ float3 lerpResult32_g11874 = lerp( temp_output_28_0_g11874 , ( temp_output_24_0_g11874 * ( ( break2_g11875.x + break2_g11875.x + break2_g11875.y + break2_g11875.y + break2_g11875.y + break2_g11875.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11874 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11876 + ( temp_output_41_0_g11874 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11874 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11874 ) , temp_output_1_0_g11874.a));
+ float4 staticSwitch39_g11838 = appendResult27_g11874;
+ #else
+ float4 staticSwitch39_g11838 = staticSwitch36_g11838;
+ #endif
+ float4 temp_output_10_0_g11878 = staticSwitch39_g11838;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11878 = (temp_output_10_0_g11878).rgb;
+ float2 temp_output_2_0_g11878 = temp_output_41_0_g11838;
+ float temp_output_1_0_g11878 = temp_output_40_0_g11838;
+ float2 temp_output_6_0_g11878 = ( temp_output_1_0_g11878 * _EnchantedSpeed );
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11878 - ( ( temp_output_6_0_g11878 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float linValue16_g11879 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11878 + temp_output_2_0_g11878 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 );
+ float temp_output_36_0_g11878 = ( localMyCustomExpression16_g11881 + localMyCustomExpression16_g11879 );
+ float temp_output_43_0_g11878 = ( temp_output_36_0_g11878 * 0.5 );
+ float3 lerpResult42_g11878 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11878);
+ float3 hsvTorgb53_g11878 = HSVToRGB( float3(( ( temp_output_43_0_g11878 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11878 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11878 = hsvTorgb53_g11878;
+ #else
+ float3 staticSwitch50_g11878 = lerpResult42_g11878;
+ #endif
+ float4 break2_g11880 = temp_output_10_0_g11878;
+ float3 temp_output_40_0_g11878 = ( staticSwitch50_g11878 * pow( max( ( ( break2_g11880.x + break2_g11880.x + break2_g11880.y + break2_g11880.y + break2_g11880.y + break2_g11880.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11878 = ( max( ( temp_output_36_0_g11878 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11878 = lerp( temp_output_12_0_g11878 , temp_output_40_0_g11878 , temp_output_45_0_g11878);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11878 = lerpResult44_g11878;
+ #else
+ float3 staticSwitch47_g11878 = ( temp_output_12_0_g11878 + ( temp_output_40_0_g11878 * temp_output_45_0_g11878 ) );
+ #endif
+ float4 appendResult19_g11878 = (float4(staticSwitch47_g11878 , temp_output_10_0_g11878.a));
+ float4 staticSwitch11_g11878 = appendResult19_g11878;
+ #else
+ float4 staticSwitch11_g11878 = temp_output_10_0_g11878;
+ #endif
+ float4 temp_output_1_0_g11883 = staticSwitch11_g11878;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11883 = temp_output_1_0_g11883;
+ float3 appendResult32_g11883 = (float3(break5_g11883.r , break5_g11883.g , break5_g11883.b));
+ float4 break2_g11884 = temp_output_1_0_g11883;
+ float temp_output_4_0_g11883 = ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 );
+ float temp_output_11_0_g11883 = ( ( ( temp_output_4_0_g11883 + ( temp_output_40_0_g11838 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11883 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11883 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11883 = HSVToRGB( float3(temp_output_11_0_g11883,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11883 = hsvTorgb12_g11883;
+ #else
+ float3 staticSwitch26_g11883 = ( lerpResult20_g11883 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11883 = lerp( appendResult32_g11883 , ( staticSwitch26_g11883 * pow( max( temp_output_4_0_g11883 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11883 = (float4(lerpResult31_g11883 , break5_g11883.a));
+ float4 staticSwitch33_g11883 = appendResult6_g11883;
+ #else
+ float4 staticSwitch33_g11883 = temp_output_1_0_g11883;
+ #endif
+ float4 temp_output_5_0_g11890 = staticSwitch33_g11883;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11890 = temp_output_5_0_g11890;
+ float3 appendResult11_g11890 = (float3(break6_g11890.r , break6_g11890.g , break6_g11890.b));
+ float temp_output_27_0_g11890 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11890 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11890 ) );
+ #else
+ float2 staticSwitch73_g11890 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11890 = ( ( _TextureLayer1Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11890 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11891 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11890 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11891 = _TextureLayer1Columns;
+ int Height10_g11891 = _TextureLayer1Rows;
+ float Tile10_g11891 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11890 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11891 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11891 = MyCustomExpression10_g11891( UV10_g11891 , Width10_g11891 , Height10_g11891 , Tile10_g11891 , Invert10_g11891 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11890 = localMyCustomExpression10_g11891;
+ #else
+ float2 staticSwitch20_g11890 = temp_output_72_0_g11890;
+ #endif
+ float4 tex2DNode3_g11890 = tex2D( _TextureLayer1Texture, staticSwitch20_g11890 );
+ float3 appendResult13_g11890 = (float3(tex2DNode3_g11890.r , tex2DNode3_g11890.g , tex2DNode3_g11890.b));
+ float3 appendResult18_g11890 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11890 = ( appendResult13_g11890 * appendResult18_g11890 );
+ float4 break2_g11892 = temp_output_5_0_g11890;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11890 );
+ #else
+ float3 staticSwitch80_g11890 = temp_output_16_0_g11890;
+ #endif
+ float3 lerpResult12_g11890 = lerp( appendResult11_g11890 , staticSwitch80_g11890 , ( tex2DNode3_g11890.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11890 = (float4(lerpResult12_g11890 , break6_g11890.a));
+ float4 staticSwitch15_g11890 = appendResult14_g11890;
+ #else
+ float4 staticSwitch15_g11890 = temp_output_5_0_g11890;
+ #endif
+ float4 temp_output_5_0_g11886 = staticSwitch15_g11890;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11886 = temp_output_5_0_g11886;
+ float3 appendResult11_g11886 = (float3(break6_g11886.r , break6_g11886.g , break6_g11886.b));
+ float temp_output_27_0_g11886 = temp_output_40_0_g11838;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11886 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11886 ) );
+ #else
+ float2 staticSwitch73_g11886 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11886 = ( ( _TextureLayer2Scale * temp_output_41_0_g11838 ) - staticSwitch73_g11886 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11887 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11886 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11887 = _TextureLayer2Columns;
+ int Height10_g11887 = _TextureLayer2Rows;
+ float Tile10_g11887 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11886 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11887 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11887 = MyCustomExpression10_g11887( UV10_g11887 , Width10_g11887 , Height10_g11887 , Tile10_g11887 , Invert10_g11887 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11886 = localMyCustomExpression10_g11887;
+ #else
+ float2 staticSwitch20_g11886 = temp_output_72_0_g11886;
+ #endif
+ float4 tex2DNode3_g11886 = tex2D( _TextureLayer2Texture, staticSwitch20_g11886 );
+ float3 appendResult13_g11886 = (float3(tex2DNode3_g11886.r , tex2DNode3_g11886.g , tex2DNode3_g11886.b));
+ float3 appendResult18_g11886 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11886 = ( appendResult13_g11886 * appendResult18_g11886 );
+ float4 break2_g11888 = temp_output_5_0_g11886;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11886 );
+ #else
+ float3 staticSwitch84_g11886 = temp_output_16_0_g11886;
+ #endif
+ float3 lerpResult12_g11886 = lerp( appendResult11_g11886 , staticSwitch84_g11886 , ( tex2DNode3_g11886.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11886 = (float4(lerpResult12_g11886 , break6_g11886.a));
+ float4 staticSwitch15_g11886 = appendResult14_g11886;
+ #else
+ float4 staticSwitch15_g11886 = temp_output_5_0_g11886;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11886;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11894 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11894 = (float4(break4_g11894.r , break4_g11894.g , break4_g11894.b , ( break4_g11894.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11894;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11895 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11670 ) ):( clampResult154_g11670 ));
+ float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11895;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch75;
+ float4 temp_output_1_0_g11897 = temp_output_1_0_g11896;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11897 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11896 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 );
+ float clampResult17_g11897 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11897 ) ) - localMyCustomExpression16_g11898 ) / temp_output_53_0_g11897 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * clampResult17_g11897 )));
+ float4 staticSwitch3_g11896 = appendResult3_g11897;
+ #else
+ float4 staticSwitch3_g11896 = temp_output_1_0_g11896;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11906 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11896 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11906 = MyCustomExpression16_g11906( linValue16_g11906 );
+ float temp_output_5_0_g11905 = localMyCustomExpression16_g11906;
+ float temp_output_61_0_g11905 = step( temp_output_5_0_g11905 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11905 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11905 = staticSwitch3_g11896;
+ float4 appendResult3_g11905 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11905 - step( temp_output_5_0_g11905 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11905 ) ) - temp_output_53_0_g11905 ) ) ) ) + (temp_output_1_0_g11905).rgb ) , ( temp_output_1_0_g11905.a * temp_output_61_0_g11905 )));
+ float4 staticSwitch5_g11896 = appendResult3_g11905;
+ #else
+ float4 staticSwitch5_g11896 = staticSwitch3_g11896;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11907 = staticSwitch5_g11896;
+ float2 temp_output_76_0_g11907 = temp_output_18_0_g11896;
+ float linValue16_g11908 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11907 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11908 = MyCustomExpression16_g11908( linValue16_g11908 );
+ float clampResult17_g11907 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11907 ) + ( localMyCustomExpression16_g11908 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11907 = (float4((temp_output_1_0_g11907).rgb , ( temp_output_1_0_g11907.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11907 ) ):( clampResult17_g11907 )) )));
+ float4 staticSwitch8_g11896 = appendResult3_g11907;
+ #else
+ float4 staticSwitch8_g11896 = staticSwitch5_g11896;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11903 = temp_output_18_0_g11896;
+ float linValue16_g11904 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11903 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11904 = MyCustomExpression16_g11904( linValue16_g11904 );
+ float temp_output_65_0_g11903 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11903 ) + ( localMyCustomExpression16_g11904 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11903 = step( temp_output_65_0_g11903 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11903 = step( temp_output_65_0_g11903 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11903 = staticSwitch8_g11896;
+ float4 appendResult3_g11903 = (float4(( ( max( ( temp_output_75_0_g11903 - temp_output_76_0_g11903 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11903).rgb ) , ( temp_output_1_0_g11903.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11903 ) ):( temp_output_75_0_g11903 )) )));
+ float4 staticSwitch9_g11896 = appendResult3_g11903;
+ #else
+ float4 staticSwitch9_g11896 = staticSwitch8_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11899 = staticSwitch9_g11896;
+ float2 temp_output_161_0_g11899 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11899 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11899 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11899 = rotatedValue136_g11899;
+ float linValue16_g11900 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11899 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11900 = MyCustomExpression16_g11900( linValue16_g11900 );
+ float clampResult154_g11899 = clamp( ( ( break130_g11899.x + break130_g11899.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11900 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11899 = (float4((temp_output_1_0_g11899).rgb , ( temp_output_1_0_g11899.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11899 ) ):( clampResult154_g11899 )) )));
+ float4 staticSwitch11_g11896 = appendResult3_g11899;
+ #else
+ float4 staticSwitch11_g11896 = staticSwitch9_g11896;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11901 = temp_output_18_0_g11896;
+ float3 rotatedValue136_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11901 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11901 = rotatedValue136_g11901;
+ float linValue16_g11902 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11901 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 );
+ float temp_output_168_0_g11901 = max( ( ( break130_g11901.x + break130_g11901.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11902 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11901 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) );
+ float4 temp_output_1_0_g11901 = staticSwitch11_g11896;
+ float clampResult154_g11901 = clamp( temp_output_161_0_g11901 , 0.0 , 1.0 );
+ float4 appendResult3_g11901 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11901 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11901 ) ):( temp_output_168_0_g11901 )) ) ) ) + (temp_output_1_0_g11901).rgb ) , ( temp_output_1_0_g11901.a * clampResult154_g11901 )));
+ float4 staticSwitch15_g11896 = appendResult3_g11901;
+ #else
+ float4 staticSwitch15_g11896 = staticSwitch11_g11896;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11909 = staticSwitch15_g11896;
+ float2 temp_output_126_0_g11909 = temp_output_18_0_g11896;
+ float temp_output_121_0_g11909 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11909 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11910 = (float2(temp_output_121_0_g11909 , temp_output_121_0_g11909));
+ float temp_output_17_0_g11910 = length( ( (( ( abs( temp_output_126_0_g11909 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11910 ) );
+ float clampResult17_g11909 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11910 ) / fwidth( temp_output_17_0_g11910 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11909 = (float4((temp_output_1_0_g11909).rgb , ( temp_output_1_0_g11909.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11909 ) ):( clampResult17_g11909 )) )));
+ float4 staticSwitch13_g11896 = appendResult3_g11909;
+ #else
+ float4 staticSwitch13_g11896 = staticSwitch15_g11896;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11912 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11912 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11912 = ( temp_output_3_0_g11912 * ( (tex2DNode19_g11912).rgb * tex2DNode19_g11912.a ) );
+ #else
+ float3 staticSwitch16_g11912 = temp_output_3_0_g11912;
+ #endif
+ float4 temp_output_1_0_g11912 = staticSwitch13_g11896;
+ float4 break2_g11914 = temp_output_1_0_g11912;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11912 = ( staticSwitch16_g11912 * pow( max( ( ( break2_g11914.x + break2_g11914.x + break2_g11914.y + break2_g11914.y + break2_g11914.y + break2_g11914.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11912 = staticSwitch16_g11912;
+ #endif
+ float4 appendResult6_g11912 = (float4(( ( staticSwitch17_g11912 * _AddColorFade ) + (temp_output_1_0_g11912).rgb ) , temp_output_1_0_g11912.a));
+ float4 staticSwitch5_g11911 = appendResult6_g11912;
+ #else
+ float4 staticSwitch5_g11911 = staticSwitch13_g11896;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11915 = staticSwitch5_g11911;
+ float3 lerpResult4_g11915 = lerp( (temp_output_1_0_g11915).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11915.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11915.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11915 = (float4(lerpResult4_g11915 , temp_output_1_0_g11915.a));
+ float4 staticSwitch11_g11911 = appendResult13_g11915;
+ #else
+ float4 staticSwitch11_g11911 = staticSwitch5_g11911;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11916 = staticSwitch11_g11911;
+ float3 temp_output_6_0_g11916 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11916 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11916 = ( temp_output_6_0_g11916 * ( (tex2DNode23_g11916).rgb * tex2DNode23_g11916.a ) );
+ #else
+ float3 staticSwitch21_g11916 = temp_output_6_0_g11916;
+ #endif
+ float4 break2_g11918 = temp_output_1_0_g11916;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11916 = ( pow( max( ( ( break2_g11918.x + break2_g11918.x + break2_g11918.y + break2_g11918.y + break2_g11918.y + break2_g11918.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11916 );
+ #else
+ float3 staticSwitch22_g11916 = staticSwitch21_g11916;
+ #endif
+ float3 lerpResult7_g11916 = lerp( (temp_output_1_0_g11916).rgb , staticSwitch22_g11916 , _StrongTintFade);
+ float4 appendResult9_g11916 = (float4(lerpResult7_g11916 , (temp_output_1_0_g11916).a));
+ float4 staticSwitch7_g11911 = appendResult9_g11916;
+ #else
+ float4 staticSwitch7_g11911 = staticSwitch11_g11911;
+ #endif
+ float4 temp_output_2_0_g11919 = staticSwitch7_g11911;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11921 = temp_output_2_0_g11919;
+ float3 appendResult5_g11921 = (float3(break4_g11921.r , break4_g11921.g , break4_g11921.b));
+ float2 appendResult10_g11920 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11920 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11920 = appendResult2_g11920;
+ #else
+ float2 staticSwitch9_g11920 = ( float2( 100,100 ) / appendResult10_g11920 );
+ #endif
+ float4 appendResult85_g11919 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11920 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11921 = appendResult85_g11919;
+ float3 appendResult7_g11921 = (float3(break6_g11921.r , break6_g11921.g , break6_g11921.b));
+ float temp_output_11_0_g11921 = ( ( 1.0 - break4_g11921.a ) * break6_g11921.a );
+ float temp_output_32_0_g11921 = ( break4_g11921.a + temp_output_11_0_g11921 );
+ float4 appendResult18_g11921 = (float4(( ( ( appendResult5_g11921 * break4_g11921.a ) + ( appendResult7_g11921 * temp_output_11_0_g11921 ) ) * ( 1.0 / max( temp_output_32_0_g11921 , 0.01 ) ) ) , temp_output_32_0_g11921));
+ float4 staticSwitch82_g11919 = appendResult18_g11921;
+ #else
+ float4 staticSwitch82_g11919 = temp_output_2_0_g11919;
+ #endif
+ float4 break4_g11922 = staticSwitch82_g11919;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11766 = 1.0;
+ #else
+ float staticSwitch8_g11766 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11766 = 1.0;
+ #else
+ float staticSwitch9_g11766 = staticSwitch8_g11766;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11766;
+ float4 appendResult5_g11922 = (float4(break4_g11922.r , break4_g11922.g , break4_g11922.b , ( break4_g11922.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11922;
+ float4 temp_output_1_0_g11924 = temp_output_344_0;
+ float4 appendResult8_g11924 = (float4(( (temp_output_1_0_g11924).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11924.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11924;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11931 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11931 = (float4(( (temp_output_7_0_g11931).rgb / max( temp_output_7_0_g11931.a , 1E-05 ) ) , temp_output_7_0_g11931.a));
+ float4 staticSwitch6_g11931 = appendResult2_g11931;
+ #else
+ float4 staticSwitch6_g11931 = temp_output_7_0_g11931;
+ #endif
+
+ float4 Color = staticSwitch6_g11931;
+ half4 outColor = unity_SelectionID;
+ return outColor;
+ }
- float MyCustomExpression16_g11669(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11672(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11678(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11718(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11755(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11757(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11761(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11789(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11773(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11808(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11845(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11835(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11837(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11830(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11831(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11823(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11821(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11822(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11817(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11852(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11871(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11879(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11881(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11877(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11873(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11875(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- VertexOutput vert(VertexInput v)
- {
- VertexOutput o = (VertexOutput)0;
-
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
-
- v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11897 = fixedUV475;
- float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11900 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- float temp_output_8_0_g11900 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11900);
- #else
- float2 staticSwitch4_g11900 = temp_output_2_0_g11900;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11901 = temp_output_8_0_g11900;
- float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11901 * _VibrateRotation));
- float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900);
- #else
- float2 staticSwitch6_g11900 = staticSwitch4_g11900;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11900 = staticSwitch6_g11900;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11900;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
-length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (v.positionOS).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- float linValue16_g11716 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord1 = screenPos;
- o.ase_texcoord2.xyz = ase_positionWS;
-
- o.ase_texcoord.xy = v.ase_texcoord.xy;
- o.ase_texcoord3 = float4(v.positionOS, 1);
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord.zw = 0;
- o.ase_texcoord2.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.positionOS;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.positionOS = vertexValue;
- #else
- v.positionOS += vertexValue;
- #endif
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS);
- float3 positionWS = TransformObjectToWorld(v.positionOS);
- o.positionCS = TransformWorldToHClip(positionWS);
-
- return o;
- }
-
- half4 frag(VertexOutput IN) : SV_TARGET
- {
- float2 texCoord363 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord1;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord2.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11662 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11662 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11662 = spriteRectMax377;
- float2 break9_g11662 = float2(0, 0);
- float2 break8_g11662 = float2(1, 1);
- float2 appendResult15_g11662 = (float2(
- (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (
- break10_g11662.x - break11_g11662.x)),
- (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (
- break10_g11662.y - break11_g11662.y))));
- float2 staticSwitch366 = appendResult15_g11662;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11665 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11666 = _WindMinIntensity;
- #else
- float staticSwitch117_g11666 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11666 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11666 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11666 = _WindXPosition;
- #else
- float staticSwitch111_g11666 = transform62_g11666.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11666 = _WindNoiseScale;
- #else
- float staticSwitch113_g11666 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11663 = _TimeValue;
- #else
- float staticSwitch44_g11663 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11663 = UnscaledTime;
- #else
- float staticSwitch34_g11663 = staticSwitch44_g11663;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed);
- #else
- float staticSwitch37_g11663 = staticSwitch34_g11663;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11663 = staticSwitch37_g11663;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11663 = staticSwitch38_g11663;
- #endif
- float shaderTime237 = staticSwitch42_g11663;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11666 = WindTime;
- #endif
- float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) +
- staticSwitch125_g11666);
- float x101_g11666 = temp_output_50_0_g11666;
- float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666);
- float2 temp_cast_0 = (temp_output_50_0_g11666).xx;
- float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11666 = simplePerlin2D121_g11666;
- #else
- float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5);
- #endif
- float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666,
- staticSwitch123_g11666);
- float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11666 = temp_output_3_0_g11665;
- float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip);
- float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11666 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11666)));
- float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666,
- float3((appendResult27_g11666 + temp_output_1_0_g11666),
- 0.0), float3(0, 0, 1),
- (clampResult29_g11666 * temp_output_39_0_g11666));
- float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy;
- #else
- float2 staticSwitch4_g11665 = temp_output_3_0_g11665;
- #endif
- float2 texCoord435 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11664 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11664 = temp_output_61_0_g11664;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11664 = ((IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11664 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11664;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11667 = shaderPosition235;
- float linValue16_g11668 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11667 *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668);
- float linValue16_g11669 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669);
- float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5),
- (localMyCustomExpression16_g11669 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11665;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11670 = shaderPosition235;
- float linValue16_g11672 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672);
- float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11672 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11670 = rotatedValue136_g11670;
- float linValue16_g11671 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671);
- float clampResult154_g11670 = clamp(
- ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11675 = unity_OrthoParams.y;
- float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675);
- float2 temp_cast_4 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11675).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678);
- float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11675 = (float2(
- (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11673 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11673;
- float linValue16_g11718 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) *
- _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11719 = staticSwitch62;
- float2 temp_output_26_0_g11719 = shaderPosition235;
- float temp_output_25_0_g11719 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729);
- float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #else
- float staticSwitch29_g11726 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 /
- appendResult2_g11728) * staticSwitch29_g11726));
- #else
- float2 staticSwitch5_g11719 = temp_output_1_0_g11719;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11725 = staticSwitch5_g11719;
- float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11719 = staticSwitch5_g11719;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) *
- PI) * _SineRotateFade));
- float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy;
- #else
- float2 staticSwitch9_g11719 = staticSwitch7_g11719;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11719 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy;
- #else
- float2 staticSwitch16_g11719 = staticSwitch9_g11719;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719);
- #else
- float2 staticSwitch14_g11719 = staticSwitch16_g11719;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11721 = clamp(
- (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) /
- MultFactor30_g11721), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11719 = clampResult46_g11721;
- #else
- float2 staticSwitch4_g11719 = staticSwitch14_g11719;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11719 = staticSwitch4_g11719;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch24_g11719;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11730 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y);
- #else
- float staticSwitch18_g11730 = temp_output_7_0_g11730;
- #endif
- float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0));
- float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730);
- #else
- float2 staticSwitch13_g11730 = temp_output_1_0_g11730;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11730;
- float2 texCoord131 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11715 = max(_FadingWidth, 0.001);
- float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716);
- float clampResult14_g11715 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) /
- temp_output_4_0_g11715), 0.0, 1.0);
- float2 temp_output_27_0_g11713 = shaderPosition235;
- float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11713 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + (
- localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11715;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11713;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11731 = staticSwitch485;
- float2 break11_g11731 = float2(0, 0);
- float2 break10_g11731 = float2(1, 1);
- float2 break9_g11731 = spriteRectMin376;
- float2 break8_g11731 = spriteRectMax377;
- float2 appendResult15_g11731 = (float2(
- (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (
- break10_g11731.x - break11_g11731.x)),
- (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (
- break10_g11731.y - break11_g11731.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11733 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11734 = _MainTex;
- float4 textureTexelSize3_g11734 = _MainTex_TexelSize;
- float2 uvs3_g11734 = temp_output_1_0_g11733;
- float4 localtexturePointSmooth3_g11734 = texturePointSmooth(
- tex3_g11734, textureTexelSize3_g11734, uvs3_g11734);
- float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734;
- #else
- float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11745 = temp_output_10_0_g11735;
- float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747);
- float2 temp_output_7_0_g11735 = temp_output_1_0_g11733;
- float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1)));
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11745;
- float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745));
- float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746);
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float temp_output_2_0_g11736 = temp_output_10_0_g11735;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738);
- float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1)));
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737);
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float temp_output_2_0_g11742 = temp_output_10_0_g11735;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744);
- float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1)));
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743);
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11739 = temp_output_10_0_g11735;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741);
- float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1)));
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740);
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) +
- tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + (
- tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) +
- tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) +
- tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + (
- tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) +
- tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) +
- tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + (
- tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) +
- tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) +
- tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D(
- _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D(
- _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625);
- #else
- float4 staticSwitch3_g11733 = staticSwitch8_g11733;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11733;
- float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748);
- float temp_output_2_0_g11749 = _SharpenOffset;
- float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751);
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11748;
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11749;
- float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749));
- float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750);
- float2 temp_output_1_0_g11750 = temp_output_1_0_g11749;
- float4 break22_g11748 = (tex2DNode4_g11748 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) +
- tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + (
- tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D(
- _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0);
- float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b,
- clampResult23_g11748));
- float4 staticSwitch12_g11733 = appendResult24_g11748;
- #else
- float4 staticSwitch12_g11733 = staticSwitch3_g11733;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11733;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11752 = temp_output_471_0;
- float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11752.a));
- float4 staticSwitch354 = appendResult8_g11752;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11753 = originalColor191;
- float4 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float2 temp_output_7_0_g11753 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11754 = temp_output_7_0_g11753;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11755 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755);
- float clampResult28_g11754 = clamp(
- (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11754) * _SmokeDarkEdge));
- float4 appendResult31_g11754 = (float4(lerpResult34_g11754,
- (clampResult28_g11754 * _SmokeAlpha *
- temp_output_1_0_g11754.a)));
- float4 staticSwitch2_g11753 = appendResult31_g11754;
- #else
- float4 staticSwitch2_g11753 = temp_output_1_0_g11753;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11756 = staticSwitch2_g11753;
- float2 temp_output_57_0_g11756 = temp_output_7_0_g11753;
- float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756);
- float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757);
- float clampResult37_g11756 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb,
- (temp_output_1_0_g11756.a * pow(clampResult37_g11756,
- (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11753 = appendResult13_g11756;
- #else
- float4 staticSwitch3_g11753 = staticSwitch2_g11753;
- #endif
- float4 temp_output_1_0_g11758 = staticSwitch3_g11753;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11759 = temp_output_1_0_g11758;
- float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5);
- float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759),
- float2(0.5, 0.5));
- float4 appendResult42_g11759 = (float4(
- ((temp_output_1_0_g11759).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)),
- temp_output_1_0_g11759.a));
- float4 staticSwitch2_g11758 = appendResult42_g11759;
- #else
- float4 staticSwitch2_g11758 = temp_output_1_0_g11758;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11760 = finalUV146;
- float linValue16_g11761 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761);
- float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0));
- float temp_output_47_0_g11760 = max(_FlameRadius, 0.01);
- float clampResult70_g11760 = clamp(
- (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance(
- temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness);
- float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760,
- temp_output_63_0_g11760, clampResult70_g11760));
- float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758);
- #else
- float4 staticSwitch6_g11758 = staticSwitch2_g11758;
- #endif
- float4 temp_output_3_0_g11762 = staticSwitch6_g11758;
- float4 temp_output_1_0_g11794 = temp_output_3_0_g11762;
- float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0));
- float2 temp_output_1_0_g11762 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch81_g11794 = appendResult91_g11794;
- #endif
- float3 break82_g11794 = (staticSwitch81_g11794).xyz;
- float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001);
- float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + (
- _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z /
- temp_output_84_0_g11794) * _RecolorRGBBlueTint));
- float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b));
- float4 break2_g11795 = temp_output_1_0_g11794;
- float saferPower57_g11794 = abs(
- ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y +
- break2_g11795.z) / 6.0));
- float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb,
- (appendResult56_g11794 * pow(
- saferPower57_g11794,
- (max(break71_g11794.a, 0.01) * 2.0))),
- (staticSwitch81_g11794.w * _RecolorRGBFade));
- float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a));
- float4 staticSwitch43_g11762 = appendResult30_g11794;
- #else
- float4 staticSwitch43_g11762 = temp_output_3_0_g11762;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11792 = staticSwitch43_g11762;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762);
- #else
- float4 staticSwitch62_g11792 = temp_output_1_0_g11792;
- #endif
- float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb);
- float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.8333333)
- ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.6666667)
- ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11792 = ifLocalVar46_g11792;
- float4 ifLocalVar47_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.3333333)
- ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11792 = 0;
- if (temp_output_43_0_g11792 <= 0.1666667)
- ifLocalVar45_g11792 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11792 = ifLocalVar47_g11792;
- float4 ifLocalVar35_g11792 = 0;
- if (temp_output_43_0_g11792 >= 0.5)
- ifLocalVar35_g11792 = ifLocalVar44_g11792;
- else
- ifLocalVar35_g11792 = ifLocalVar45_g11792;
- float4 break55_g11792 = ifLocalVar35_g11792;
- float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b));
- float4 break2_g11793 = temp_output_1_0_g11792;
- float saferPower57_g11792 = abs(
- ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0));
- float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb,
- (appendResult56_g11792 * pow(
- saferPower57_g11792,
- max((break55_g11792.a * 2.0), 0.01))),
- (hsvTorgb33_g11792.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a));
- float4 staticSwitch9_g11762 = appendResult30_g11792;
- #else
- float4 staticSwitch9_g11762 = staticSwitch43_g11762;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11766 = staticSwitch9_g11762;
- float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb;
- float3 In115_g11766 = temp_output_2_0_g11766;
- float3 From115_g11766 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 To115_g11766 = (pow(
- max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y +
- break2_g11767.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11766 = _ColorReplaceSmoothness;
- float Range115_g11766 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766(
- In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766);
- float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766,
- _ColorReplaceFade);
- float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a));
- float4 staticSwitch29_g11762 = appendResult4_g11766;
- #else
- float4 staticSwitch29_g11762 = staticSwitch9_g11762;
- #endif
- float4 temp_output_1_0_g11779 = staticSwitch29_g11762;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb;
- float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade);
- float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a));
- float4 staticSwitch4_g11779 = appendResult8_g11779;
- #else
- float4 staticSwitch4_g11779 = temp_output_1_0_g11779;
- #endif
- float4 temp_output_57_0_g11762 = staticSwitch4_g11779;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11802 = temp_output_57_0_g11762;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11802 = (float4(
- pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11802.a));
- float4 staticSwitch32_g11762 = appendResult4_g11802;
- #else
- float4 staticSwitch32_g11762 = temp_output_57_0_g11762;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11777 = staticSwitch32_g11762;
- float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness),
- temp_output_2_0_g11777.a));
- float4 staticSwitch33_g11762 = appendResult6_g11777;
- #else
- float4 staticSwitch33_g11762 = staticSwitch32_g11762;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11778 = staticSwitch33_g11762;
- float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb);
- float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y,
- hsvTorgb1_g11778.z));
- float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a));
- float4 staticSwitch36_g11762 = appendResult8_g11778;
- #else
- float4 staticSwitch36_g11762 = staticSwitch33_g11762;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11796 = staticSwitch36_g11762;
- float4 break2_g11797 = temp_output_1_0_g11796;
- float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y +
- break2_g11797.y + break2_g11797.z) / 6.0);
- float clampResult25_g11796 = clamp(
- ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11796);
- float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb,
- (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a));
- float4 staticSwitch30_g11762 = appendResult18_g11796;
- #else
- float4 staticSwitch30_g11762 = staticSwitch36_g11762;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11774 = staticSwitch30_g11762;
- float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb;
- float4 break12_g11774 = temp_output_1_0_g11774;
- float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774,
- (temp_output_4_0_g11774 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11774.r,
- break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade);
- float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a));
- float4 staticSwitch20_g11762 = appendResult11_g11774;
- #else
- float4 staticSwitch20_g11762 = staticSwitch30_g11762;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11788 = staticSwitch20_g11762;
- float4 break2_g11790 = temp_output_1_0_g11788;
- float2 temp_output_65_0_g11788 = shaderPosition235;
- float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789);
- float clampResult53_g11788 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + (
- localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y +
- break2_g11790.y + break2_g11790.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788));
- float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a));
- float4 staticSwitch17_g11762 = appendResult9_g11788;
- #else
- float4 staticSwitch17_g11762 = staticSwitch20_g11762;
- #endif
- float temp_output_39_0_g11762 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11780 = staticSwitch17_g11762;
- float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb);
- float3 hsvTorgb19_g11780 = HSVToRGB(float3(
- ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y,
- hsvTorgb15_g11780.z));
- float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch19_g11762 = appendResult6_g11780;
- #else
- float4 staticSwitch19_g11762 = staticSwitch17_g11762;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11784 = staticSwitch19_g11762;
- float4 break2_g11786 = temp_output_1_0_g11784;
- float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a));
- #else
- float staticSwitch33_g11784 = _AddHueFade;
- #endif
- float4 appendResult6_g11784 = (float4(
- ((hsvTorgb19_g11784 * pow(
- max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y +
- break2_g11786.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb),
- temp_output_1_0_g11784.a));
- float4 staticSwitch23_g11762 = appendResult6_g11784;
- #else
- float4 staticSwitch23_g11762 = staticSwitch19_g11762;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11781 = staticSwitch23_g11762;
- float4 break2_g11782 = temp_output_1_0_g11781;
- float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.
- a);
- #else
- float3 staticSwitch27_g11781 = temp_output_13_0_g11781;
- #endif
- float4 appendResult21_g11781 = (float4(
- ((temp_output_1_0_g11781).rgb + (pow(
- max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y +
- break2_g11782.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * (((
- sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11781.a));
- float4 staticSwitch28_g11762 = appendResult21_g11781;
- #else
- float4 staticSwitch28_g11762 = staticSwitch23_g11762;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11769 = staticSwitch28_g11762;
- float4 break2_g11770 = temp_output_1_0_g11769;
- float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y +
- break2_g11770.y + break2_g11770.z) / 6.0)).xxx;
- float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation);
- float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a));
- float4 staticSwitch38_g11762 = appendResult8_g11769;
- #else
- float4 staticSwitch38_g11762 = staticSwitch28_g11762;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11771 = staticSwitch38_g11762;
- float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11771 = temp_output_1_0_g11762;
- float temp_output_179_0_g11771 = temp_output_39_0_g11762;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb *
- temp_output_82_0_g11771);
- #else
- float3 staticSwitch187_g11771 = temp_output_82_0_g11771;
- #endif
- float linValue16_g11773 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11771 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771);
- float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772);
- float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(0, -1)) * temp_output_25_0_g11771))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1))
- * temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11771))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11771 + ((_InnerOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11771))).a)));
- float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771,
- temp_output_178_0_g11771);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a);
- #else
- float staticSwitch188_g11771 = temp_output_15_0_g11771.a;
- #endif
- float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771));
- float4 staticSwitch12_g11762 = appendResult177_g11771;
- #else
- float4 staticSwitch12_g11762 = staticSwitch38_g11762;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11799 = staticSwitch12_g11762;
- float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11799 = temp_output_1_0_g11762;
- float temp_output_186_0_g11799 = temp_output_39_0_g11762;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed
- * temp_output_186_0_g11799)))).rgb *
- temp_output_82_0_g11799);
- #else
- float3 staticSwitch199_g11799 = temp_output_82_0_g11799;
- #endif
- float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11799 = 1.0;
- #else
- float staticSwitch203_g11799 = temp_output_182_0_g11799;
- #endif
- float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799,
- staticSwitch203_g11799);
- float linValue16_g11800 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11799 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799);
- float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801);
- float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth *
- float2(0, -1)) *
- temp_output_25_0_g11799))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(0, 1)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((
- _OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11799)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11799))).a) * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799);
- #else
- float staticSwitch200_g11799 = lerpResult168_g11799;
- #endif
- float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799));
- float4 staticSwitch13_g11762 = appendResult174_g11799;
- #else
- float4 staticSwitch13_g11762 = staticSwitch12_g11762;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11776 = staticSwitch13_g11762;
- float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11776 = temp_output_1_0_g11762;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11762)))).rgb *
- temp_output_82_0_g11776);
- #else
- float3 staticSwitch199_g11776 = temp_output_82_0_g11776;
- #endif
- float temp_output_213_0_g11776 = (_PixelOutlineFade * step(
- temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min(
- (temp_output_213_0_g11776 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11776 = 1.0;
- #else
- float staticSwitch203_g11776 = temp_output_182_0_g11776;
- #endif
- float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776,
- staticSwitch203_g11776);
- float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776);
- float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) *
- temp_output_209_0_g11776))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth *
- float2(0, 1)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11776))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11776))).a) * 3.0), 1.0),
- temp_output_213_0_g11776);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776);
- #else
- float staticSwitch200_g11776 = lerpResult168_g11776;
- #endif
- float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776));
- float4 staticSwitch48_g11762 = appendResult174_g11776;
- #else
- float4 staticSwitch48_g11762 = staticSwitch13_g11762;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11763 = staticSwitch48_g11762;
- float4 break2_g11764 = temp_output_5_0_g11763;
- float4 appendResult12_g11763 = (float4(
- ((lerpResult15_g11763 * _PingPongGlowFade * pow(
- max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y +
- break2_g11764.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb),
- temp_output_5_0_g11763.a));
- float4 staticSwitch46_g11762 = appendResult12_g11763;
- #else
- float4 staticSwitch46_g11762 = staticSwitch48_g11762;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11762;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11804 = temp_output_361_0;
- float4 break2_g11805 = temp_output_1_0_g11804;
- float temp_output_44_0_g11804 = unity_OrthoParams.y;
- float4 appendResult22_g11804 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.
- y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))),
- (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + ase_positionWS.
- y) /
- temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11804.a)));
- float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11804;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11807 = staticSwitch56;
- float4 break2_g11809 = temp_output_1_0_g11807;
- float temp_output_34_0_g11807 = shaderTime237;
- float linValue16_g11808 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808);
- float3 hsvTorgb3_g11810 = HSVToRGB(float3(
- (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y +
- break2_g11809.y +
- break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152);
- float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch57 = appendResult27_g11807;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11811 = staticSwitch57;
- float4 temp_output_1_0_g11841 = temp_output_3_0_g11811;
- float2 temp_output_41_0_g11811 = shaderPosition235;
- float2 temp_output_99_0_g11841 = temp_output_41_0_g11811;
- float temp_output_40_0_g11811 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11841);
- #else
- float2 staticSwitch101_g11841 = temp_output_99_0_g11841;
- #endif
- float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843);
- float clampResult52_g11841 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841),
- clampResult52_g11841);
- float linValue16_g11845 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11841 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845);
- float clampResult65_g11841 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841),
- clampResult65_g11841);
- float4 break2_g11844 = temp_output_1_0_g11841;
- float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb,
- ((lerpResult68_g11841).rgb * pow(
- max(((break2_g11844.x + break2_g11844.x +
- break2_g11844.y +
- break2_g11844.y + break2_g11844.y + break2_g11844.z) / 6.0), 0.0001),
- max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a));
- float4 staticSwitch26_g11811 = appendResult7_g11841;
- #else
- float4 staticSwitch26_g11811 = temp_output_3_0_g11811;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11834 = staticSwitch26_g11811;
- float temp_output_59_0_g11834 = temp_output_40_0_g11811;
- float2 temp_output_58_0_g11834 = temp_output_41_0_g11811;
- float linValue16_g11835 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835);
- float linValue16_g11837 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + ((
- temp_output_59_0_g11834 * _MetalNoiseSpeed) +
- temp_output_58_0_g11834)) *
- _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837);
- float4 break2_g11836 = temp_output_1_0_g11834;
- float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y +
- break2_g11836.y + break2_g11836.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a));
- #else
- float staticSwitch60_g11834 = _MetalFade;
- #endif
- float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11834, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11834);
- float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a));
- float4 staticSwitch28_g11811 = appendResult8_g11834;
- #else
- float4 staticSwitch28_g11811 = staticSwitch26_g11811;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11826 = staticSwitch28_g11811;
- float4 break2_g11827 = temp_output_1_0_g11826;
- float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y +
- break2_g11827.y + break2_g11827.z) / 6.0);
- float2 temp_output_72_0_g11826 = temp_output_41_0_g11811;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float temp_output_73_0_g11826 = temp_output_40_0_g11811;
- float linValue16_g11830 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830);
- float linValue16_g11831 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11830 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11826)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831);
- float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb,
- ((pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11828),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11826, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a));
- float4 staticSwitch29_g11811 = appendResult26_g11826;
- #else
- float4 staticSwitch29_g11811 = staticSwitch28_g11811;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11820 = staticSwitch29_g11811;
- float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb;
- float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0);
- float2 temp_output_72_0_g11820 = temp_output_41_0_g11811;
- float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823);
- float linValue16_g11821 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11820) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821);
- float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0,
- 1.0);
- float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822);
- float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + (
- localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0);
- float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820,
- (pow(
- max(((break2_g11824.x + break2_g11824.x + break2_g11824.y +
- break2_g11824.y + break2_g11824.y + break2_g11824.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11820) + (_BurnInsideColor).rgb)),
- clampResult18_g11820);
- float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820,
- (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step(
- 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a));
- float4 staticSwitch32_g11811 = appendResult43_g11820;
- #else
- float4 staticSwitch32_g11811 = staticSwitch29_g11811;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11816 = temp_output_41_0_g11811;
- float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817);
- float3 hsvTorgb3_g11819 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819);
- float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation,
- (hsvTorgb36_g11816.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11816 = staticSwitch32_g11811;
- float4 break2_g11818 = temp_output_1_0_g11816;
- float saferPower24_g11816 = abs(
- ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y +
- break2_g11818.z) / 6.0));
- float4 appendResult29_g11816 = (float4(
- ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a));
- float4 staticSwitch34_g11811 = appendResult29_g11816;
- #else
- float4 staticSwitch34_g11811 = staticSwitch32_g11811;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11812 = staticSwitch34_g11811;
- float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb;
- float4 break2_g11814 = temp_output_1_0_g11812;
- float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y +
- break2_g11814.y + break2_g11814.z) / 6.0)).xxx;
- float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11811),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11812 = clamp(
- (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a));
- #else
- float staticSwitch98_g11812 = _ShineFade;
- #endif
- float4 appendResult8_g11812 = (float4(
- (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 *
- staticSwitch98_g11812)), (temp_output_1_0_g11812).a));
- float4 staticSwitch36_g11811 = appendResult8_g11812;
- #else
- float4 staticSwitch36_g11811 = staticSwitch34_g11811;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11847 = temp_output_40_0_g11811;
- float linValue16_g11849 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11811) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849);
- float3 temp_output_24_0_g11847 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11847 = staticSwitch36_g11811;
- float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb;
- float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0);
- float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847,
- (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x +
- break2_g11848.y + break2_g11848.y + break2_g11848.y +
- break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11847 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847),
- temp_output_1_0_g11847.a));
- float4 staticSwitch39_g11811 = appendResult27_g11847;
- #else
- float4 staticSwitch39_g11811 = staticSwitch36_g11811;
- #endif
- float4 temp_output_10_0_g11851 = staticSwitch39_g11811;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb;
- float2 temp_output_2_0_g11851 = temp_output_41_0_g11811;
- float temp_output_1_0_g11851 = temp_output_40_0_g11811;
- float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed);
- float linValue16_g11854 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float linValue16_g11852 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852);
- float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852);
- float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5);
- float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11851);
- float3 hsvTorgb53_g11851 = HSVToRGB(float3(
- ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11851 = hsvTorgb53_g11851;
- #else
- float3 staticSwitch50_g11851 = lerpResult42_g11851;
- #endif
- float4 break2_g11853 = temp_output_10_0_g11851;
- float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow(
- max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y +
- break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851,
- temp_output_45_0_g11851);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11851 = lerpResult44_g11851;
- #else
- float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 *
- temp_output_45_0_g11851));
- #endif
- float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a));
- float4 staticSwitch11_g11851 = appendResult19_g11851;
- #else
- float4 staticSwitch11_g11851 = temp_output_10_0_g11851;
- #endif
- float4 temp_output_1_0_g11856 = staticSwitch11_g11851;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11856 = temp_output_1_0_g11856;
- float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b));
- float4 break2_g11857 = temp_output_1_0_g11856;
- float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y +
- break2_g11857.y + break2_g11857.z) / 6.0);
- float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11856 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11856 = hsvTorgb12_g11856;
- #else
- float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11856 = lerp(appendResult32_g11856,
- (staticSwitch26_g11856 * pow(
- max(temp_output_4_0_g11856, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a));
- float4 staticSwitch33_g11856 = appendResult6_g11856;
- #else
- float4 staticSwitch33_g11856 = temp_output_1_0_g11856;
- #endif
- float4 temp_output_5_0_g11863 = staticSwitch33_g11856;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11863 = temp_output_5_0_g11863;
- float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b));
- float temp_output_27_0_g11863 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11863));
- #else
- float2 staticSwitch73_g11863 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11863);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11864 = _TextureLayer1Columns;
- int Height10_g11864 = _TextureLayer1Rows;
- float Tile10_g11864 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame));
- float2 Invert10_g11864 = float2(0, 1);
- float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864(
- UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864;
- #else
- float2 staticSwitch20_g11863 = temp_output_72_0_g11863;
- #endif
- float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863);
- float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b));
- float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863);
- float4 break2_g11865 = temp_output_5_0_g11863;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11863 = (pow(
- max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y +
- break2_g11865.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863);
- #else
- float3 staticSwitch80_g11863 = temp_output_16_0_g11863;
- #endif
- float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863,
- (tex2DNode3_g11863.a * _TextureLayer1Fade));
- float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a));
- float4 staticSwitch15_g11863 = appendResult14_g11863;
- #else
- float4 staticSwitch15_g11863 = temp_output_5_0_g11863;
- #endif
- float4 temp_output_5_0_g11859 = staticSwitch15_g11863;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11859 = temp_output_5_0_g11859;
- float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b));
- float temp_output_27_0_g11859 = temp_output_40_0_g11811;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11859));
- #else
- float2 staticSwitch73_g11859 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) -
- staticSwitch73_g11859);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11860 = _TextureLayer2Columns;
- int Height10_g11860 = _TextureLayer2Rows;
- float Tile10_g11860 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame));
- float2 Invert10_g11860 = float2(0, 1);
- float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860(
- UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860;
- #else
- float2 staticSwitch20_g11859 = temp_output_72_0_g11859;
- #endif
- float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859);
- float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b));
- float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859);
- float4 break2_g11861 = temp_output_5_0_g11859;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11859 = (pow(
- max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y +
- break2_g11861.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859);
- #else
- float3 staticSwitch84_g11859 = temp_output_16_0_g11859;
- #endif
- float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859,
- (tex2DNode3_g11859.a * _TextureLayer2Fade));
- float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a));
- float4 staticSwitch15_g11859 = appendResult14_g11859;
- #else
- float4 staticSwitch15_g11859 = temp_output_5_0_g11859;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11859;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11867 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b,
- (break4_g11867.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11867;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11868 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11670))
- : (clampResult154_g11670));
- float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b,
- (break4_g11868.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11868;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11869 = staticSwitch75;
- float4 temp_output_1_0_g11870 = temp_output_1_0_g11869;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11869 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11871 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871);
- float clampResult17_g11870 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) /
- temp_output_53_0_g11870), 0.0, 1.0);
- float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb,
- (temp_output_1_0_g11870.a * clampResult17_g11870)));
- float4 staticSwitch3_g11869 = appendResult3_g11870;
- #else
- float4 staticSwitch3_g11869 = temp_output_1_0_g11869;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11879 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879);
- float temp_output_5_0_g11878 = localMyCustomExpression16_g11879;
- float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade);
- float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11878 = staticSwitch3_g11869;
- float4 appendResult3_g11878 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step(
- temp_output_5_0_g11878,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + (
- temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878)));
- float4 staticSwitch5_g11869 = appendResult3_g11878;
- #else
- float4 staticSwitch5_g11869 = staticSwitch3_g11869;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11880 = staticSwitch5_g11869;
- float2 temp_output_76_0_g11880 = temp_output_18_0_g11869;
- float linValue16_g11881 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881);
- float clampResult17_g11880 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + (
- localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb,
- (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11880))
- : (clampResult17_g11880)))));
- float4 staticSwitch8_g11869 = appendResult3_g11880;
- #else
- float4 staticSwitch8_g11869 = staticSwitch5_g11869;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11876 = temp_output_18_0_g11869;
- float linValue16_g11877 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877);
- float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + (
- localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade);
- float temp_output_76_0_g11876 = step(temp_output_65_0_g11876,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11876 = staticSwitch8_g11869;
- float4 appendResult3_g11876 = (float4(
- ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11876).rgb),
- (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11876))
- : (temp_output_75_0_g11876)))));
- float4 staticSwitch9_g11869 = appendResult3_g11876;
- #else
- float4 staticSwitch9_g11869 = staticSwitch8_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11872 = staticSwitch9_g11869;
- float2 temp_output_161_0_g11872 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11872 = rotatedValue136_g11872;
- float linValue16_g11873 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873);
- float clampResult154_g11872 = clamp(
- ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb,
- (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11872))
- : (clampResult154_g11872)))));
- float4 staticSwitch11_g11869 = appendResult3_g11872;
- #else
- float4 staticSwitch11_g11869 = staticSwitch9_g11869;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11874 = temp_output_18_0_g11869;
- float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11874 = rotatedValue136_g11874;
- float linValue16_g11875 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875);
- float temp_output_168_0_g11874 = max(
- ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874)));
- float4 temp_output_1_0_g11874 = staticSwitch11_g11869;
- float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0);
- float4 appendResult3_g11874 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11874))
- : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb),
- (temp_output_1_0_g11874.a * clampResult154_g11874)));
- float4 staticSwitch15_g11869 = appendResult3_g11874;
- #else
- float4 staticSwitch15_g11869 = staticSwitch11_g11869;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11882 = staticSwitch15_g11869;
- float2 temp_output_126_0_g11882 = temp_output_18_0_g11869;
- float temp_output_121_0_g11882 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882));
- float temp_output_17_0_g11883 = length(
- ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11883));
- float clampResult17_g11882 = clamp(
- saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0);
- float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb,
- (temp_output_1_0_g11882.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11882))
- : (clampResult17_g11882)))));
- float4 staticSwitch13_g11869 = appendResult3_g11882;
- #else
- float4 staticSwitch13_g11869 = staticSwitch15_g11869;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11885 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885.
- a));
- #else
- float3 staticSwitch16_g11885 = temp_output_3_0_g11885;
- #endif
- float4 temp_output_1_0_g11885 = staticSwitch13_g11869;
- float4 break2_g11887 = temp_output_1_0_g11885;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow(
- max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y +
- break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11885 = staticSwitch16_g11885;
- #endif
- float4 appendResult6_g11885 = (float4(
- ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb),
- temp_output_1_0_g11885.a));
- float4 staticSwitch5_g11884 = appendResult6_g11885;
- #else
- float4 staticSwitch5_g11884 = staticSwitch13_g11869;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11888 = staticSwitch5_g11884;
- float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11888.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade));
- float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a));
- float4 staticSwitch11_g11884 = appendResult13_g11888;
- #else
- float4 staticSwitch11_g11884 = staticSwitch5_g11884;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11889 = staticSwitch11_g11884;
- float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889.
- a));
- #else
- float3 staticSwitch21_g11889 = temp_output_6_0_g11889;
- #endif
- float4 break2_g11891 = temp_output_1_0_g11889;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11889 = (pow(
- max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y +
- break2_g11891.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889);
- #else
- float3 staticSwitch22_g11889 = staticSwitch21_g11889;
- #endif
- float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade);
- float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a));
- float4 staticSwitch7_g11884 = appendResult9_g11889;
- #else
- float4 staticSwitch7_g11884 = staticSwitch11_g11884;
- #endif
- float4 temp_output_2_0_g11892 = staticSwitch7_g11884;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11894 = temp_output_2_0_g11892;
- float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b));
- float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11893) *
- _ShadowOffset))).a)));
- float4 break6_g11894 = appendResult85_g11892;
- float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b));
- float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a);
- float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894);
- float4 appendResult18_g11894 = (float4(
- (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * (
- 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894));
- float4 staticSwitch82_g11892 = appendResult18_g11894;
- #else
- float4 staticSwitch82_g11892 = temp_output_2_0_g11892;
- #endif
- float4 break4_g11895 = staticSwitch82_g11892;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11753 = 1.0;
- #else
- float staticSwitch8_g11753 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11753 = 1.0;
- #else
- float staticSwitch9_g11753 = staticSwitch8_g11753;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11753;
- float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b,
- (break4_g11895.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11895;
- float4 temp_output_1_0_g11898 = temp_output_344_0;
- float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11898.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11898;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11905 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11905 = (float4(
- ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a));
- float4 staticSwitch6_g11905 = appendResult2_g11905;
- #else
- float4 staticSwitch6_g11905 = temp_output_7_0_g11905;
- #endif
-
- float4 Color = staticSwitch6_g11905;
- half4 outColor = _SelectionID;
- return outColor;
- }
ENDHLSL
}
-
- }
- CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
- FallBack "Hidden/Shader Graph/FallbackError"
-
- Fallback "Hidden/InternalErrorShader"
+
+ }
+ CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
+ FallBack "Hidden/Shader Graph/FallbackError"
+
+ Fallback "Hidden/InternalErrorShader"
}
/*ASEBEGIN
-Version=19903
+Version=19905
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;606;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;601;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;617;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;612;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2003.491,-3335.527;Inherit;False;Property;_SpriteSheetRect;Sprite Sheet Rect;10;0;Create;True;0;0;0;False;0;False;0,0,1,1;0,0,1,1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;496;1090.845,979.2128;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
@@ -19195,7 +16586,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11662;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;38;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
+Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;39;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;9;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
@@ -19205,12 +16596,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;-582.6621,-3244.321;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;2660.32,1715.519;Inherit;False;uberNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;2534.932,1066.922;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;534;;11665;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;545;;11665;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;253;-334.9839,-3014.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;184;-340.3444,-2931.6;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.FloorOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;433;2745.127,1095.848;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;84;-178.5299,-3184.649;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;468;;11667;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;477;;11667;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;254;496.0161,-2937.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;188;476.926,-2831.78;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;243;665.8691,-664.6964;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
@@ -19220,56 +16611,56 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;147;-2226.428,-390.3136;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-1921.027,-115.7738;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;2945.127,1149.848;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;467;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;747.3577,-2918.135;Inherit;False;_DirectionalDistortion;456;;11670;30e6ac39427ee11419083602d572972f;0;3;182;FLOAT2;0,0;False;160;FLOAT2;0,0;False;181;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;1165.579,-2580.498;Inherit;False;Property;_HologramFade;Hologram: Fade;201;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;919.0109,-667.4209;Inherit;False;_GlitchPre;216;;11673;b8ad29d751d87bd4d9cbf14898be6163;0;3;19;FLOAT;0;False;18;FLOAT2;0,0;False;16;SAMPLER2D;;False;2;FLOAT;15;FLOAT2;0
-Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;25;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;476;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;747.3577,-2918.135;Inherit;False;_DirectionalDistortion;465;;11670;30e6ac39427ee11419083602d572972f;0;3;182;FLOAT2;0,0;False;160;FLOAT2;0,0;False;181;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;1165.579,-2580.498;Inherit;False;Property;_HologramFade;Hologram: Fade;208;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;919.0109,-667.4209;Inherit;False;_GlitchPre;225;;11673;b8ad29d751d87bd4d9cbf14898be6163;0;3;19;FLOAT;0;False;18;FLOAT2;0,0;False;16;SAMPLER2D;;False;2;FLOAT;15;FLOAT2;0
+Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;26;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;228;4626.359,2471.966;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;4515.66,1836.189;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4535.53,1746.504;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4801.255,1506.884;Inherit;True;Property;_FadingMask;Fading: Mask;26;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;230;4630.415,2681.855;Inherit;False;Property;_FadingNoiseFactor;Fading: Noise Factor;24;0;Create;True;0;0;0;False;0;False;0.2;0;0;0;0;1;FLOAT;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;4416.092,2114.768;Inherit;False;Property;_FadingWidth;Fading: Width;23;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0
-Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;22;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-1686.027,-106.7738;Inherit;False;ColorMultiply;-1;;11752;1f51da7edd80c06488c56d28bc096dec;0;2;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;441;3148.675,1260.326;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;3093.581,1032.267;Inherit;False;Property;_PixelPerfectSpace;Pixel Perfect Space;7;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;1064.56,-3052.917;Inherit;False;Property;_EnableShine;Enable Shine;455;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;75;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;255;1530.016,-2640.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;1547.656,-2458.612;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;1562.277,-2362.367;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;1537.252,-2554.561;Inherit;False;hologramFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;3995.099,1279.389;Inherit;False;Property;_FadingFade;Fading: Fade;21;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1246.533,-755.1426;Inherit;False;glitchFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;1243.538,-600.6849;Inherit;False;glitchPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
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-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;231;4899.456,2440.854;Inherit;False;_UberSpreadFade;-1;;11713;777ca8ab10170fb48b24b7cd1c44f075;0;7;27;FLOAT2;0,0;False;22;FLOAT;0;False;18;SAMPLER2D;0;False;25;FLOAT2;0,0;False;23;FLOAT2;0,0;False;21;FLOAT;0;False;26;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;4905.316,1828.167;Inherit;False;_UberDissolveFade;-1;;11715;cb957eb9b67f4f243aa8ba0547208263;0;5;21;FLOAT2;0,0;False;1;FLOAT;0;False;16;SAMPLER2D;0;False;18;FLOAT2;0,0;False;20;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-1350.718,-125.6577;Inherit;False;Property;_Keyword0;Keyword 0;6;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;342;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;1602.103,-2721.81;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;1839.482,-2552.931;Inherit;False;_HologramUV;209;;11675;7c71b1b031ffcbe48805e17b94671163;0;7;77;FLOAT;0;False;55;FLOAT;0;False;76;SAMPLER2D;;False;37;FLOAT2;0,0;False;39;SAMPLER2D;;False;81;FLOAT;0;False;79;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;2394.016,-2741.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;2400.558,-2511.178;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;2375.652,-2434.015;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;2413.1,-2367.982;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;5964.391,1365.661;Inherit;False;Property;_ShaderFading;Shader Fading;20;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;5;None;Full;Mask;Dissolve;Spread;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-1036.103,27.02582;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-977.8615,164.14;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-1018.041,-121.917;Inherit;False;originalColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;200;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;228;;11717;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;6281.453,1414.289;Inherit;False;fullFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-687.1025,-126.9742;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;583;;11753;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;259;2999.016,-2403.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;2993.115,-2238.526;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;215;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;2972.016,-2323.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;3015.115,-2149.526;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;3266.866,-2134.612;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
@@ -19279,25 +16670,25 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;380;5166.152,-1941.533;Inherit;False;376;spriteRectMin;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;557;;11758;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-432.6598,-617.0601;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-455.0759,-519.7366;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-37.83691,-91.99512;Inherit;False;182;hologramFade;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;3651.881,-2106.533;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4449.801,-1972.639;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;20;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;21;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;200;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;973.7388,-316.5438;Inherit;False;_Glitch;222;;11807;97a01281f94bcc04fbb9a7c1cd328f08;0;5;34;FLOAT;0;False;31;FLOAT2;0,0;False;33;SAMPLER2D;;False;29;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;207;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;250.219,-2894.672;Inherit;False;fullDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;11;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
@@ -19305,56 +16696,56 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;6307.805,-1976.09;Inherit;False;450;uvAfterPixelArt;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;215;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;224;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;247;1456.499,-578.4069;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1853.428,-195.4143;Inherit;False;164;fullDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1037.158,-2834.03;Inherit;False;directionalDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet Fix;9;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;366;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;6618.802,-2035.91;Inherit;False;_PixelArtUV_2;-1;;11732;4b65626ba2313ca40a96813b19044794;0;4;21;FLOAT2;0,0;False;17;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;473;1656.25,-345.9998;Inherit;False;_UberEffect;233;;11811;93c7a07f758a0814998210619e8ad1cb;0;4;40;FLOAT;0;False;41;FLOAT2;0,0;False;3;COLOR;0,0,0,0;False;37;SAMPLER2D;0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;2104.106,-267.8359;Inherit;False;AlphaMultiply;-1;;11867;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;2616.17,-223.2014;Inherit;False;167;directionalDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;427;7006.263,-2158.381;Inherit;False;Property;_PixelPerfectUV;Pixel Perfect UV;8;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;2492.977,-348.4961;Inherit;False;Property;_EnableFullDistortion;Enable Full Distortion;467;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;3014.405,-219.2272;Inherit;False;AlphaMultiply;-1;;11868;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;2492.977,-348.4961;Inherit;False;Property;_EnableFullDistortion;Enable Full Distortion;476;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;7280.32,-2157.36;Inherit;False;finalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;249;3627.646,-39.2937;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;455;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;464;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;3611.012,-138.045;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;480;3955.587,-349.0083;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;479;3931.587,-267.0083;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;248;3912.165,-179.9706;Inherit;False;_UberFading;396;;11869;f8f5d1f402d6b694f9c47ef65b4ae91d;0;3;18;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;17;SAMPLER2D;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;193;-400.3044,37.52343;Inherit;False;customVertexAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;4178.044,-19.14569;Inherit;False;193;customVertexAlpha;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;251;4509.569,562.3449;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;506;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;SceneSelectionPass;0;3;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;6391.947,101.1744;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;199187dac283dbe4a8cb1ea611d70c58;True;ScenePickingPass;0;4;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;5;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;ShaderGraphShader=true;True;0;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
WireConnection;483;1;363;0
WireConnection;483;12;411;0
WireConnection;482;1;483;0
@@ -19570,4 +16961,4 @@ WireConnection;503;2;494;0
WireConnection;503;3;494;5
WireConnection;503;4;142;0
ASEEND*/
-//CHKSM=1872374374FD2AF0479C822DCB778F8278F5E080
\ No newline at end of file
+//CHKSM=925BBCD5120B3019495C5646919CF226C003BAD9
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta
index 48bd970f..7a5688c5 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader.meta
@@ -12,15 +12,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -31,3 +36,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/2D Lit URP SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader
index 4c243a51..5d0c4b2c 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader
@@ -1,524 +1,526 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
{
Properties
{
- _MainTex("MainTex", 2D) = "white" {}
- _NormalMap("Normal Map", 2D) = "bump" {}
- _NormalIntensity("Normal Intensity", Float) = 1
- _Smoothness("Smoothness", Range( 0 , 1)) = 0.5
- _Metallic("Metallic", Range( 0 , 1)) = 0
- [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0
- _MetallicMap("Metallic Map", 2D) = "white" {}
- [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0
- [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0)
- _EmissionMap("Emission Map", 2D) = "white" {}
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
+ _MainTex( "MainTex", 2D ) = "white" {}
+ _NormalMap( "Normal Map", 2D ) = "bump" {}
+ _NormalIntensity( "Normal Intensity", Float ) = 1
+ _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5
+ _Metallic( "Metallic", Range( 0, 1 ) ) = 0
+ [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0
+ _MetallicMap( "Metallic Map", 2D ) = "white" {}
+ [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0
+ [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 )
+ _EmissionMap( "Emission Map", 2D ) = "white" {}
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
+
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
@@ -526,20 +528,28 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
+
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
- //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
+
+ [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
+ [ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
+
+ //_InstancedTerrainNormals("Specular Highlights", Float) = 1.0
}
SubShader
{
+
+
+
Tags { "RenderType"="Transparent" "Queue"="Transparent" "DisableBatching"="False" }
+
LOD 0
Cull Off
@@ -547,111 +557,122 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
ZWrite Off
ZTest LEqual
ColorMask RGBA
+
+
Blend Off
CGINCLUDE
- #pragma target 3.5
+ #pragma target 3.5
- float4 FixedTess( float tessValue )
- {
- return tessValue;
- }
-
- float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
- {
- float3 wpos = mul(o2w,vertex).xyz;
- float dist = distance (wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
-
- float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
-
- float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
- {
- float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
-
- float DistanceFromPlane (float3 pos, float4 plane)
- {
- float d = dot (float4(pos,1.0f), plane);
- return d;
- }
-
- bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
- {
- float4 planeTest;
- planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
- planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
- (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
- return !all (planeTest);
- }
-
- float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
- {
- float3 f;
- f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
- f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
- f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
-
- return CalcTriEdgeTessFactors (f);
- }
-
- float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
-
- float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
- {
- float3 pos0 = mul(o2w,v0).xyz;
- float3 pos1 = mul(o2w,v1).xyz;
- float3 pos2 = mul(o2w,v2).xyz;
- float4 tess;
-
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
+ float4 FixedTess( float tessValue )
{
- tess = 0.0f;
+ return tessValue;
}
- else
+
+ float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
+ float3 wpos = mul(o2w,vertex).xyz;
+ float dist = distance (wpos, cameraPos);
+ float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
+ return f;
+ }
+
+ float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
+ {
+ float4 tess;
+ tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
+ tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
+ tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
+ tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
+ return tess;
+ }
+
+ float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
+ {
+ float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
+ float len = distance(wpos0, wpos1);
+ float f = max(len * scParams.y / (edgeLen * dist), 1.0);
+ return f;
+ }
+
+ float DistanceFromPlane (float3 pos, float4 plane)
+ {
+ float d = dot (float4(pos,1.0f), plane);
+ return d;
+ }
+
+ bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
+ {
+ float4 planeTest;
+ planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
+ return !all (planeTest);
+ }
+
+ float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
+ {
+ float3 f;
+ f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
+ f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
+ f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
+
+ return CalcTriEdgeTessFactors (f);
+ }
+
+ float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
+ {
+ float3 pos0 = mul(o2w,v0).xyz;
+ float3 pos1 = mul(o2w,v1).xyz;
+ float3 pos2 = mul(o2w,v2).xyz;
+ float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+ return tess;
+ }
+
+ float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
+ {
+ float3 pos0 = mul(o2w,v0).xyz;
+ float3 pos1 = mul(o2w,v1).xyz;
+ float3 pos2 = mul(o2w,v2).xyz;
+ float4 tess;
+
+ if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
+ {
+ tess = 0.0f;
+ }
+ else
+ {
+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+ }
+ return tess;
+ }
+
+ float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
+ {
+ float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
+ #if UNITY_UV_STARTS_AT_TOP
+ positionCS.y = -positionCS.y;
+ #endif
+ return positionCS;
}
- return tess;
- }
ENDCG
@@ -664,3165 +685,3231 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
- #define _ALPHABLEND_ON 1
- #define UNITY_STANDARD_USE_DITHER_MASK 1
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
+ #pragma multi_compile_instancing
+ #pragma multi_compile_fog
+ #define ASE_FOG
+ #define ASE_VERSION 19905
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fwdbase
- #ifndef UNITY_PASS_FORWARDBASE
- #define UNITY_PASS_FORWARDBASE
- #endif
- #include "HLSLSupport.cginc"
- #ifndef UNITY_INSTANCED_LOD_FADE
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #ifndef UNITY_INSTANCED_SH
- #define UNITY_INSTANCED_SH
- #endif
- #ifndef UNITY_INSTANCED_LIGHTMAPSTS
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "AutoLight.cginc"
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fwdbase
+ #ifndef UNITY_PASS_FORWARDBASE
+ #define UNITY_PASS_FORWARDBASE
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
- #include "UnityStandardUtils.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
+ #include "UnityStandardUtils.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
- struct v2f {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION(pos);
- #else
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
float4 pos : SV_POSITION;
- #endif
- #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
- float4 lmap : TEXCOORD0;
- #endif
- #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
- half3 sh : TEXCOORD1;
- #endif
- #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHTING_COORDS(2,3)
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_SHADOW_COORDS(2)
- #else
- SHADOW_COORDS(2)
- #endif
- #endif
- #ifdef ASE_FOG
- UNITY_FOG_COORDS(4)
- #endif
- float4 tSpace0 : TEXCOORD5;
- float4 tSpace1 : TEXCOORD6;
- float4 tSpace2 : TEXCOORD7;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- uniform sampler2D _NormalMap;
- uniform float _NormalIntensity;
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _Metallic;
- #ifdef _METALLICMAPTOGGLE_ON
- uniform sampler2D _MetallicMap;
- #endif
- uniform float _Smoothness;
-
-
- float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
- {
- original -= center;
- float C = cos( angle );
- float S = sin( angle );
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
- return mul( finalMatrix, original ) + center;
- }
-
- float MyCustomExpression16_g11712( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11710( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11668( float x )
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x/2.0)-0.5);
-
- float k = 0.5+0.5*sin(i);
- return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
- }
-
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
-
- float MyCustomExpression16_g11670( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11673( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11680( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11715( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0,1.0) / size;
- uvs -= pixel * float2(0.5,0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11752( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11754( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11758( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
- float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
- float d = q.x - min( q.w, q.y );
- float e = 1.0e-10;
- return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB( float3 c )
- {
- float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
- }
-
- float MyCustomExpression16_g11786( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11770( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11797( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11805( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11840( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11825( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11827( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11820( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11818( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11814( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11851( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11868( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11876( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11878( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11874( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11870( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11872( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction (appdata v ) {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_TRANSFER_INSTANCE_ID(v,o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
- float4 screenPos = ComputeScreenPos( ase_positionCS );
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11895 = fixedUV475;
- float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11896 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- float temp_output_8_0_g11896 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
- #else
- float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11897 = temp_output_8_0_g11896;
- float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
- float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
- #else
- float2 staticSwitch6_g11896 = staticSwitch4_g11896;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
- #else
- float2 staticSwitch10_g11896 = staticSwitch6_g11896;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11896;
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord9.xy = v.ase_texcoord.xy;
- o.ase_texcoord10 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord9.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3( staticSwitch142 , 0.0 );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
- fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
- o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- #ifdef DYNAMICLIGHTMAP_ON
- o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #ifdef LIGHTMAP_ON
- o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
-
- #ifndef LIGHTMAP_ON
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- o.sh = 0;
- #ifdef VERTEXLIGHT_ON
- o.sh += Shade4PointLights (
- unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
- unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
- unity_4LightAtten0, worldPos, worldNormal);
- #endif
- o.sh = ShadeSHPerVertex (worldNormal, o.sh);
- #endif
- #endif
-
- #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
- #else
- TRANSFER_SHADOW(o);
- #endif
- #endif
-
- #ifdef ASE_FOG
- UNITY_TRANSFER_FOG(o,o.pos);
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(o.pos);
- #endif
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert ( appdata v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction (InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- v2f vert ( appdata v )
- {
- return VertexFunction( v );
- }
- #endif
-
- fixed4 frag (v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
- float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
- float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
- float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
- float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
- #else
- half atten = 1;
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
-
- float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11667 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11668 = _WindMinIntensity;
- #else
- float staticSwitch117_g11668 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11668 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11668 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11668 = _WindXPosition;
- #else
- float staticSwitch111_g11668 = transform62_g11668.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11668 = _WindNoiseScale;
- #else
- float staticSwitch113_g11668 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
- #else
- float staticSwitch125_g11668 = WindTime;
- #endif
- float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
- float x101_g11668 = temp_output_50_0_g11668;
- float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
- float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
- float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
- simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11668 = simplePerlin2D121_g11668;
- #else
- float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
- #endif
- float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
- float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
- float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
- float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
- float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
- float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
- float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
- float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
- #else
- float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
- #endif
- float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (worldPos).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11669 = shaderPosition235;
- float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
- float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
- float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
- float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
- #else
- float2 staticSwitch83 = staticSwitch4_g11667;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11672 = shaderPosition235;
- float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
- float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
- float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11672 = rotatedValue136_g11672;
- float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
- float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
- float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11677 = unity_OrthoParams.y;
- float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 );
- float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
- float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
- float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11675 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11675;
- float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
- float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11716 = staticSwitch62;
- float2 temp_output_26_0_g11716 = shaderPosition235;
- float temp_output_25_0_g11716 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
- float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
- float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
- #else
- float staticSwitch29_g11723 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) );
- #else
- float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
- float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
- #else
- float2 staticSwitch7_g11716 = staticSwitch5_g11716;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
- #else
- float2 staticSwitch9_g11716 = staticSwitch7_g11716;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
- float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
- #else
- float2 staticSwitch16_g11716 = staticSwitch9_g11716;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
- #else
- float2 staticSwitch14_g11716 = staticSwitch16_g11716;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11716 = clampResult46_g11718;
- #else
- float2 staticSwitch4_g11716 = staticSwitch14_g11716;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
- #else
- float2 staticSwitch24_g11716 = staticSwitch4_g11716;
- #endif
- float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
- #else
- float staticSwitch18_g11727 = temp_output_7_0_g11727;
- #endif
- float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
- float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
- #else
- float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11727;
- float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11728 = staticSwitch485;
- float2 break11_g11728 = float2( 0,0 );
- float2 break10_g11728 = float2( 1,1 );
- float2 break9_g11728 = spriteRectMin376;
- float2 break8_g11728 = spriteRectMax377;
- float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y))));
- float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11730 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11731 = _MainTex;
- float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
- float2 uvs3_g11731 = temp_output_1_0_g11730;
- float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
- float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
- #else
- float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
- float temp_output_2_0_g11742 = temp_output_10_0_g11732;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
- float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
- float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11733 = temp_output_10_0_g11732;
- float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
- float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
- float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
- float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
- float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
- float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
- float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
- float temp_output_2_0_g11739 = temp_output_10_0_g11732;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
- float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float temp_output_2_0_g11736 = temp_output_10_0_g11732;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
- float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
- #else
- float4 staticSwitch3_g11730 = staticSwitch8_g11730;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
- float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
- float temp_output_2_0_g11746 = _SharpenOffset;
- float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
- float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
- float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
- float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
- float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
- float4 staticSwitch12_g11730 = appendResult24_g11745;
- #else
- float4 staticSwitch12_g11730 = staticSwitch3_g11730;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11730;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11749 = temp_output_471_0;
- float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
- float4 staticSwitch354 = appendResult8_g11749;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11750 = originalColor191;
- float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float2 temp_output_7_0_g11750 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
- float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
- float4 staticSwitch2_g11750 = appendResult31_g11751;
- #else
- float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
- float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
- float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
- float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
- float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11750 = appendResult13_g11753;
- #else
- float4 staticSwitch3_g11750 = staticSwitch2_g11750;
- #endif
- float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
- float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y));
- float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
- float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
- float4 staticSwitch2_g11755 = appendResult42_g11756;
- #else
- float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11757 = finalUV146;
- float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
- float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
- float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
- float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
- float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
- #else
- float4 staticSwitch6_g11755 = staticSwitch2_g11755;
- #endif
- float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
- float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
- float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
- float2 temp_output_1_0_g11759 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch81_g11791 = appendResult91_g11791;
- #endif
- float3 break82_g11791 = (staticSwitch81_g11791).xyz;
- float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
- float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
- float4 break2_g11792 = temp_output_1_0_g11791;
- float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
- float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
- float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch43_g11759 = appendResult30_g11791;
- #else
- float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
- #endif
- float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
- float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.8333333 )
- ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.6666667 )
- ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11789 = ifLocalVar46_g11789;
- float4 ifLocalVar47_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.3333333 )
- ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.1666667 )
- ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11789 = ifLocalVar47_g11789;
- float4 ifLocalVar35_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.5 )
- ifLocalVar35_g11789 = ifLocalVar44_g11789;
- else
- ifLocalVar35_g11789 = ifLocalVar45_g11789;
- float4 break55_g11789 = ifLocalVar35_g11789;
- float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
- float4 break2_g11790 = temp_output_1_0_g11789;
- float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
- float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
- float4 staticSwitch9_g11759 = appendResult30_g11789;
- #else
- float4 staticSwitch9_g11759 = staticSwitch43_g11759;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
- float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
- float3 In115_g11763 = temp_output_2_0_g11763;
- float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11764 = temp_output_1_0_g11763;
- float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11763 = _ColorReplaceSmoothness;
- float Range115_g11763 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
- float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
- float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
- float4 staticSwitch29_g11759 = appendResult4_g11763;
- #else
- float4 staticSwitch29_g11759 = staticSwitch9_g11759;
- #endif
- float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
- float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
- float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
- float4 staticSwitch4_g11776 = appendResult8_g11776;
- #else
- float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
- #endif
- float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
- float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
- float4 staticSwitch32_g11759 = appendResult4_g11799;
- #else
- float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
- float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
- float4 staticSwitch33_g11759 = appendResult6_g11774;
- #else
- float4 staticSwitch33_g11759 = staticSwitch32_g11759;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
- float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
- float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
- float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
- float4 staticSwitch36_g11759 = appendResult8_g11775;
- #else
- float4 staticSwitch36_g11759 = staticSwitch33_g11759;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
- float4 break2_g11794 = temp_output_1_0_g11793;
- float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
- float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
- float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
- float4 staticSwitch30_g11759 = appendResult18_g11793;
- #else
- float4 staticSwitch30_g11759 = staticSwitch36_g11759;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
- float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
- float4 break12_g11771 = temp_output_1_0_g11771;
- float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
- float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
- float4 staticSwitch20_g11759 = appendResult11_g11771;
- #else
- float4 staticSwitch20_g11759 = staticSwitch30_g11759;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
- float4 break2_g11787 = temp_output_1_0_g11785;
- float2 temp_output_65_0_g11785 = shaderPosition235;
- float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
- float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
- float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
- float4 staticSwitch17_g11759 = appendResult9_g11785;
- #else
- float4 staticSwitch17_g11759 = staticSwitch20_g11759;
- #endif
- float temp_output_39_0_g11759 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
- float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
- float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
- float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch19_g11759 = appendResult6_g11777;
- #else
- float4 staticSwitch19_g11759 = staticSwitch17_g11759;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
- float4 break2_g11783 = temp_output_1_0_g11781;
- float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
- #else
- float staticSwitch33_g11781 = _AddHueFade;
- #endif
- float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
- float4 staticSwitch23_g11759 = appendResult6_g11781;
- #else
- float4 staticSwitch23_g11759 = staticSwitch19_g11759;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
- float4 break2_g11779 = temp_output_1_0_g11778;
- float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
- #else
- float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
- #endif
- float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
- float4 staticSwitch28_g11759 = appendResult21_g11778;
- #else
- float4 staticSwitch28_g11759 = staticSwitch23_g11759;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
- float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
- float4 staticSwitch38_g11759 = appendResult8_g11766;
- #else
- float4 staticSwitch38_g11759 = staticSwitch28_g11759;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
- float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
- float temp_output_179_0_g11768 = temp_output_39_0_g11759;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
- #else
- float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
- #endif
- float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
- #else
- float2 staticSwitch169_g11768 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
- float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 );
- float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
- float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
- #else
- float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
- #endif
- float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
- float4 staticSwitch12_g11759 = appendResult177_g11768;
- #else
- float4 staticSwitch12_g11759 = staticSwitch38_g11759;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
- float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
- float temp_output_186_0_g11796 = temp_output_39_0_g11759;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
- #else
- float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
- #endif
- float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11796 = 1.0;
- #else
- float staticSwitch203_g11796 = temp_output_182_0_g11796;
- #endif
- float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
- float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
- float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
- #else
- float2 staticSwitch157_g11796 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
- float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 );
- float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
- #else
- float staticSwitch200_g11796 = lerpResult168_g11796;
- #endif
- float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
- float4 staticSwitch13_g11759 = appendResult174_g11796;
- #else
- float4 staticSwitch13_g11759 = staticSwitch12_g11759;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
- float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
- #else
- float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
- #endif
- float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11773 = 1.0;
- #else
- float staticSwitch203_g11773 = temp_output_182_0_g11773;
- #endif
- float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
- float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
- float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
- float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
- #else
- float staticSwitch200_g11773 = lerpResult168_g11773;
- #endif
- float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
- float4 staticSwitch48_g11759 = appendResult174_g11773;
- #else
- float4 staticSwitch48_g11759 = staticSwitch13_g11759;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
- float4 break2_g11761 = temp_output_5_0_g11760;
- float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
- float4 staticSwitch46_g11759 = appendResult12_g11760;
- #else
- float4 staticSwitch46_g11759 = staticSwitch48_g11759;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11759;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11801 = temp_output_361_0;
- float4 break2_g11802 = temp_output_1_0_g11801;
- float temp_output_44_0_g11801 = unity_OrthoParams.y;
- float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
- float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11801;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11804 = staticSwitch56;
- float4 break2_g11806 = temp_output_1_0_g11804;
- float temp_output_34_0_g11804 = shaderTime237;
- float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
- float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
- float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
- float4 staticSwitch57 = appendResult27_g11804;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11808 = staticSwitch57;
- float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
- float2 temp_output_41_0_g11808 = shaderPosition235;
- float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
- float temp_output_40_0_g11808 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
- #else
- float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
- #endif
- float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
- float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
- float4 break2_g11841 = temp_output_1_0_g11838;
- float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
- float4 staticSwitch26_g11808 = appendResult7_g11838;
- #else
- float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
- float temp_output_59_0_g11831 = temp_output_40_0_g11808;
- float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float4 break2_g11833 = temp_output_1_0_g11831;
- float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
- float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
- #else
- float staticSwitch60_g11831 = _MetalFade;
- #endif
- float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
- float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
- float4 staticSwitch28_g11808 = appendResult8_g11831;
- #else
- float4 staticSwitch28_g11808 = staticSwitch26_g11808;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
- float4 break2_g11824 = temp_output_1_0_g11823;
- float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
- float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
- float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
- float temp_output_73_0_g11823 = temp_output_40_0_g11808;
- float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
- float4 staticSwitch29_g11808 = appendResult26_g11823;
- #else
- float4 staticSwitch29_g11808 = staticSwitch28_g11808;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
- float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
- float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
- float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
- float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
- float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
- float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
- float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
- float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
- float4 staticSwitch32_g11808 = appendResult43_g11817;
- #else
- float4 staticSwitch32_g11808 = staticSwitch29_g11808;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
- float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
- float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
- float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
- float4 break2_g11815 = temp_output_1_0_g11813;
- float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
- float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
- float4 staticSwitch34_g11808 = appendResult29_g11813;
- #else
- float4 staticSwitch34_g11808 = staticSwitch32_g11808;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
- float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
- float4 break2_g11811 = temp_output_1_0_g11809;
- float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
- float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
- float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
- #else
- float staticSwitch98_g11809 = _ShineFade;
- #endif
- float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
- float4 staticSwitch36_g11808 = appendResult8_g11809;
- #else
- float4 staticSwitch36_g11808 = staticSwitch34_g11808;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11844 = temp_output_40_0_g11808;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
- float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
- float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
- float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
- float4 staticSwitch39_g11808 = appendResult27_g11844;
- #else
- float4 staticSwitch39_g11808 = staticSwitch36_g11808;
- #endif
- float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
- float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
- float temp_output_1_0_g11848 = temp_output_40_0_g11808;
- float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
- float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
- float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
- float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
- float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
- float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
- float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
- #else
- float3 staticSwitch50_g11848 = lerpResult42_g11848;
- #endif
- float4 break2_g11850 = temp_output_10_0_g11848;
- float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11848 = lerpResult44_g11848;
- #else
- float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
- #endif
- float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
- float4 staticSwitch11_g11848 = appendResult19_g11848;
- #else
- float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
- #endif
- float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11853 = temp_output_1_0_g11853;
- float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
- float4 break2_g11854 = temp_output_1_0_g11853;
- float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
- float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
- #else
- float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
- #endif
- float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
- float4 staticSwitch33_g11853 = appendResult6_g11853;
- #else
- float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
- #endif
- float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11860 = temp_output_5_0_g11860;
- float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
- float temp_output_27_0_g11860 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
- #else
- float2 staticSwitch73_g11860 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11861 = _TextureLayer1Columns;
- int Height10_g11861 = _TextureLayer1Rows;
- float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11861 = float2( 0,1 );
- float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
- #else
- float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
- #endif
- float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
- float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
- float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
- float4 break2_g11862 = temp_output_5_0_g11860;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
- #else
- float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
- #endif
- float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
- float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
- float4 staticSwitch15_g11860 = appendResult14_g11860;
- #else
- float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
- #endif
- float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11856 = temp_output_5_0_g11856;
- float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
- float temp_output_27_0_g11856 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
- #else
- float2 staticSwitch73_g11856 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11857 = _TextureLayer2Columns;
- int Height10_g11857 = _TextureLayer2Rows;
- float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11857 = float2( 0,1 );
- float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
- #else
- float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
- #endif
- float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
- float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
- float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
- float4 break2_g11858 = temp_output_5_0_g11856;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
- #else
- float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
- #endif
- float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
- float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
- float4 staticSwitch15_g11856 = appendResult14_g11856;
- #else
- float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11856;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11864 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11864;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11865 = staticSwitch77;
- float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
- float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11865;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11866 = staticSwitch75;
- float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
-#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
- #endif
- float2 temp_output_18_0_g11866 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
- float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
- float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
- float4 staticSwitch3_g11866 = appendResult3_g11867;
- #else
- float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
- float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
- float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
- float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
- float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
- float4 staticSwitch5_g11866 = appendResult3_g11875;
- #else
- float4 staticSwitch5_g11866 = staticSwitch3_g11866;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
- float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
- float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
- float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
- float4 staticSwitch8_g11866 = appendResult3_g11877;
- #else
- float4 staticSwitch8_g11866 = staticSwitch5_g11866;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
- float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
- float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
- float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
- float4 staticSwitch9_g11866 = appendResult3_g11873;
- #else
- float4 staticSwitch9_g11866 = staticSwitch8_g11866;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
- float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11869 = rotatedValue136_g11869;
- float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
- float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
- float4 staticSwitch11_g11866 = appendResult3_g11869;
- #else
- float4 staticSwitch11_g11866 = staticSwitch9_g11866;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11871 = rotatedValue136_g11871;
- float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
- float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
- float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
- float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
- float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
- float4 staticSwitch15_g11866 = appendResult3_g11871;
- #else
- float4 staticSwitch15_g11866 = staticSwitch11_g11866;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
- float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
- float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
- float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
- float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
- float4 staticSwitch13_g11866 = appendResult3_g11879;
- #else
- float4 staticSwitch13_g11866 = staticSwitch15_g11866;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
- #else
- float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
- #endif
- float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
- float4 break2_g11884 = temp_output_1_0_g11882;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
- #else
- float3 staticSwitch17_g11882 = staticSwitch16_g11882;
- #endif
- float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
- float4 staticSwitch5_g11881 = appendResult6_g11882;
- #else
- float4 staticSwitch5_g11881 = staticSwitch13_g11866;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
- float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
- float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
- float4 staticSwitch11_g11881 = appendResult13_g11885;
- #else
- float4 staticSwitch11_g11881 = staticSwitch5_g11881;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
- float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
- #else
- float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
- #endif
- float4 break2_g11888 = temp_output_1_0_g11886;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
- #else
- float3 staticSwitch22_g11886 = staticSwitch21_g11886;
- #endif
- float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
- float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
- float4 staticSwitch7_g11881 = appendResult9_g11886;
- #else
- float4 staticSwitch7_g11881 = staticSwitch11_g11881;
- #endif
- float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11891 = temp_output_2_0_g11889;
- float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
- float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11891 = appendResult85_g11889;
- float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
- float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
- float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
- float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
- float4 staticSwitch82_g11889 = appendResult18_g11891;
- #else
- float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
- #endif
- float4 break4_g11892 = staticSwitch82_g11889;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11750 = 1.0;
- #else
- float staticSwitch8_g11750 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11750 = 1.0;
- #else
- float staticSwitch9_g11750 = staticSwitch8_g11750;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11750;
- float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11892;
- float4 temp_output_1_0_g11893 = temp_output_344_0;
- float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11893;
- #endif
- float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11900 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
- float4 staticSwitch6_g11900 = appendResult2_g11900;
- #else
- float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11900;
-
- float2 temp_output_11_0_g11901 = finalUV146;
-
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
- float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
- float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
- #else
- float3 staticSwitch13_g11901 = float3(0,0,0);
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 );
- float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic );
- #else
- float staticSwitch23_g11901 = _Metallic;
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r );
- #else
- float staticSwitch22_g11901 = _Smoothness;
- #endif
-
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity );
- o.Emission = staticSwitch13_g11901;
- #if defined(_SPECULAR_SETUP)
- o.Specular = fixed3( 0, 0, 0 );
- #else
- o.Metallic = staticSwitch23_g11901;
- #endif
- o.Smoothness = staticSwitch22_g11901;
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = 0.0;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
-
- #ifdef _ALPHATEST_ON
- clip( o.Alpha - AlphaClipThreshold );
- #endif
-
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
-
- #ifndef USING_DIRECTIONAL_LIGHT
- fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- #else
- fixed3 lightDir = _WorldSpaceLightPos0.xyz;
- #endif
-
- fixed4 c = 0;
- float3 worldN;
- worldN.x = dot(IN.tSpace0.xyz, o.Normal);
- worldN.y = dot(IN.tSpace1.xyz, o.Normal);
- worldN.z = dot(IN.tSpace2.xyz, o.Normal);
- worldN = normalize(worldN);
- o.Normal = worldN;
-
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- gi.light.color = _LightColor0.rgb;
- gi.light.dir = lightDir;
-
- UnityGIInput giInput;
- UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
- giInput.light = gi.light;
- giInput.worldPos = worldPos;
- giInput.worldViewDir = worldViewDir;
- giInput.atten = atten;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- giInput.lightmapUV = IN.lmap;
- #else
- giInput.lightmapUV = 0.0;
- #endif
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- giInput.ambient = IN.sh;
- #else
- giInput.ambient.rgb = 0.0;
- #endif
- giInput.probeHDR[0] = unity_SpecCube0_HDR;
- giInput.probeHDR[1] = unity_SpecCube1_HDR;
- #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
- giInput.boxMin[0] = unity_SpecCube0_BoxMin;
- #endif
- #ifdef UNITY_SPECCUBE_BOX_PROJECTION
- giInput.boxMax[0] = unity_SpecCube0_BoxMax;
- giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
- giInput.boxMax[1] = unity_SpecCube1_BoxMax;
- giInput.boxMin[1] = unity_SpecCube1_BoxMin;
- giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
-
- #if defined(_SPECULAR_SETUP)
- LightingStandardSpecular_GI(o, giInput, gi);
- #else
- LightingStandard_GI( o, giInput, gi );
- #endif
-
- #ifdef ASE_BAKEDGI
- gi.indirect.diffuse = BakedGI;
- #endif
-
- #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
- gi.indirect.diffuse = 0;
- #endif
-
- #if defined(_SPECULAR_SETUP)
- c += LightingStandardSpecular (o, worldViewDir, gi);
- #else
- c += LightingStandard( o, worldViewDir, gi );
- #endif
+ float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ half4 ambientOrLightmapUV : TEXCOORD3;
+ UNITY_LIGHTING_COORDS( 4, 5 )
+ float4 ase_texcoord6 : TEXCOORD6;
+ float4 ase_texcoord7 : TEXCOORD7;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
#ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
- #else
- float3 lightAtten = gi.light.color;
- #endif
- half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
- c.rgb += o.Albedo * transmission;
- }
+ float _TransmissionShadow;
#endif
-
#ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ uniform sampler2D _NormalMap;
+ uniform float _NormalIntensity;
+ uniform float _Metallic;
+ #ifdef _METALLICMAPTOGGLE_ON
+ uniform sampler2D _MetallicMap;
+ #endif
+ uniform float _Smoothness;
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11712( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
#else
- float3 lightAtten = gi.light.color;
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
- half3 lightDir = gi.light.dir + o.Normal * normal;
- half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
- half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
- c.rgb += o.Albedo * translucency * strength;
+ }
+
+ float MyCustomExpression16_g11710( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11668( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11670( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11680( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11715( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11752( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11754( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11758( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11786( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11797( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11805( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11843( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11840( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11825( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11827( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11820( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11818( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11814( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11851( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11878( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11874( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11895 = fixedUV475;
+ float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11896 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ float temp_output_8_0_g11896 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
+ #else
+ float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11897 = temp_output_8_0_g11896;
+ float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
+ float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
+ #else
+ float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11896;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord6.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord7 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord6.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+ half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ o.tangentWS = half4( tangentWS, v.tangent.w );
+
+ o.ambientOrLightmapUV = 0;
+ #ifdef LIGHTMAP_ON
+ o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #elif UNITY_SHOULD_SAMPLE_SH
+ #ifdef VERTEXLIGHT_ON
+ o.ambientOrLightmapUV.rgb += Shade4PointLights(
+ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
+ unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
+ unity_4LightAtten0, positionWS, normalWS );
+ #endif
+ o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb );
+ #endif
+ #ifdef DYNAMICLIGHTMAP_ON
+ o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ o.tangentWS.zw = v.texcoord.xy;
+ o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+
+ UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
+ #if defined( ASE_FOG )
+ UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos );
+ #endif
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
}
#endif
- //#ifdef ASE_REFRACTION
- // float4 projScreenPos = ScreenPos / ScreenPos.w;
- // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- // projScreenPos.xy += refractionOffset.xy;
- // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
- // color.rgb = lerp( refraction, color.rgb, color.a );
- // color.a = 1;
- //#endif
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
- c.rgb += o.Emission;
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
- #ifdef ASE_FOG
- UNITY_APPLY_FOG(IN.fogCoord, c);
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ half atten;
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz )
+ atten = temp;
+ #else
+ atten = 1;
+ #endif
+ }
+
+ float3 PositionWS = IN.worldPos.xyz;
+ half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
+ float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = IN.normalWS;
+ half3 TangentWS = IN.tangentWS.xyz;
+ half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
+ half3 LightAtten = atten;
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11667 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11668 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11668 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11668 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11668 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11668 = _WindXPosition;
+ #else
+ float staticSwitch111_g11668 = transform62_g11668.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11668 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11668 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11668 = WindTime;
+ #endif
+ float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
+ float x101_g11668 = temp_output_50_0_g11668;
+ float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
+ float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
+ float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11668 = simplePerlin2D121_g11668;
+ #else
+ float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
+ #endif
+ float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
+ float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
+ float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
+ float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
+ float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
+ float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
+ #else
+ float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
#endif
- return c;
- }
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (IN.ase_texcoord7.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11669 = shaderPosition235;
+ float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11667;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11672 = shaderPosition235;
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11672 = rotatedValue136_g11672;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11677 = unity_OrthoParams.y;
+ float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11677 );
+ float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
+ float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11678 = appendResult2_g11678;
+ #else
+ float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11675 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11675;
+ float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11716 = staticSwitch62;
+ float2 temp_output_26_0_g11716 = shaderPosition235;
+ float temp_output_25_0_g11716 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
+ float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11725 = appendResult2_g11725;
+ #else
+ float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord6.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
+ #else
+ float staticSwitch29_g11723 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) );
+ #else
+ float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
+ float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
+ #else
+ float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
+ #else
+ float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
+ #else
+ float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11716 = clampResult46_g11718;
+ #else
+ float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ #endif
+ float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
+ #else
+ float staticSwitch18_g11727 = temp_output_7_0_g11727;
+ #endif
+ float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
+ float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
+ #else
+ float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11727;
+ float2 texCoord131 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord6.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11728 = staticSwitch485;
+ float2 break11_g11728 = float2( 0,0 );
+ float2 break10_g11728 = float2( 1,1 );
+ float2 break9_g11728 = spriteRectMin376;
+ float2 break8_g11728 = spriteRectMax377;
+ float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11730 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11731 = _MainTex;
+ float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
+ float2 uvs3_g11731 = temp_output_1_0_g11730;
+ float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
+ float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
+ #else
+ float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11742 = temp_output_10_0_g11732;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11733 = temp_output_10_0_g11732;
+ float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
+ float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
+ float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
+ float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
+ float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
+ float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11732;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11732;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
+ float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
+ float temp_output_2_0_g11746 = _SharpenOffset;
+ float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
+ float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
+ float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
+ float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
+ float4 staticSwitch12_g11730 = appendResult24_g11745;
+ #else
+ float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11730;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11749 = temp_output_471_0;
+ float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
+ float4 staticSwitch354 = appendResult8_g11749;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11750 = originalColor191;
+ float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float2 temp_output_7_0_g11750 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
+ float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
+ float4 staticSwitch2_g11750 = appendResult31_g11751;
+ #else
+ float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
+ float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
+ float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
+ float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
+ float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11750 = appendResult13_g11753;
+ #else
+ float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ #endif
+ float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
+ float2 appendResult4_g11756 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
+ float4 staticSwitch2_g11755 = appendResult42_g11756;
+ #else
+ float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11757 = finalUV146;
+ float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
+ float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
+ float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
+ float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
+ #else
+ float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ #endif
+ float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
+ float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
+ float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
+ float2 temp_output_1_0_g11759 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch81_g11791 = appendResult91_g11791;
+ #endif
+ float3 break82_g11791 = (staticSwitch81_g11791).xyz;
+ float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
+ float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
+ float4 break2_g11792 = temp_output_1_0_g11791;
+ float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
+ float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
+ float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch43_g11759 = appendResult30_g11791;
+ #else
+ float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
+ #endif
+ float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
+ float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.8333333 )
+ ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.6666667 )
+ ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11789 = ifLocalVar46_g11789;
+ float4 ifLocalVar47_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.3333333 )
+ ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.1666667 )
+ ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11789 = ifLocalVar47_g11789;
+ float4 ifLocalVar35_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.5 )
+ ifLocalVar35_g11789 = ifLocalVar44_g11789;
+ else
+ ifLocalVar35_g11789 = ifLocalVar45_g11789;
+ float4 break55_g11789 = ifLocalVar35_g11789;
+ float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
+ float4 break2_g11790 = temp_output_1_0_g11789;
+ float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
+ float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
+ float4 staticSwitch9_g11759 = appendResult30_g11789;
+ #else
+ float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
+ float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
+ float3 In115_g11763 = temp_output_2_0_g11763;
+ float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11764 = temp_output_1_0_g11763;
+ float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11763 = _ColorReplaceSmoothness;
+ float Range115_g11763 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
+ float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
+ float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
+ float4 staticSwitch29_g11759 = appendResult4_g11763;
+ #else
+ float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ #endif
+ float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
+ float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
+ float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
+ float4 staticSwitch4_g11776 = appendResult8_g11776;
+ #else
+ float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ #endif
+ float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
+ float4 staticSwitch32_g11759 = appendResult4_g11799;
+ #else
+ float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
+ float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
+ float4 staticSwitch33_g11759 = appendResult6_g11774;
+ #else
+ float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
+ float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
+ float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
+ float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
+ float4 staticSwitch36_g11759 = appendResult8_g11775;
+ #else
+ float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
+ float4 break2_g11794 = temp_output_1_0_g11793;
+ float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
+ float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
+ float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
+ float4 staticSwitch30_g11759 = appendResult18_g11793;
+ #else
+ float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
+ float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
+ float4 break12_g11771 = temp_output_1_0_g11771;
+ float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
+ float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
+ float4 staticSwitch20_g11759 = appendResult11_g11771;
+ #else
+ float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
+ float4 break2_g11787 = temp_output_1_0_g11785;
+ float2 temp_output_65_0_g11785 = shaderPosition235;
+ float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
+ float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
+ float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
+ float4 staticSwitch17_g11759 = appendResult9_g11785;
+ #else
+ float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ #endif
+ float temp_output_39_0_g11759 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
+ float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
+ float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
+ float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch19_g11759 = appendResult6_g11777;
+ #else
+ float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
+ float4 break2_g11783 = temp_output_1_0_g11781;
+ float2 uv_AddHueMask = IN.ase_texcoord6.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
+ #else
+ float staticSwitch33_g11781 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
+ float4 staticSwitch23_g11759 = appendResult6_g11781;
+ #else
+ float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
+ float4 break2_g11779 = temp_output_1_0_g11778;
+ float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord6.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
+ #else
+ float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
+ #endif
+ float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
+ float4 staticSwitch28_g11759 = appendResult21_g11778;
+ #else
+ float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
+ float4 break2_g11767 = temp_output_1_0_g11766;
+ float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
+ float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
+ float4 staticSwitch38_g11759 = appendResult8_g11766;
+ #else
+ float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
+ float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
+ float temp_output_179_0_g11768 = temp_output_39_0_g11759;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
+ #else
+ float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
+ #endif
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11768 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
+ float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11769 = appendResult2_g11769;
+ #else
+ float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 );
+ #endif
+ float2 temp_output_25_0_g11768 = staticSwitch9_g11769;
+ float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
+ float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
+ #else
+ float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
+ #endif
+ float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
+ float4 staticSwitch12_g11759 = appendResult177_g11768;
+ #else
+ float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
+ float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
+ float temp_output_186_0_g11796 = temp_output_39_0_g11759;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
+ #else
+ float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
+ #endif
+ float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11796 = 1.0;
+ #else
+ float staticSwitch203_g11796 = temp_output_182_0_g11796;
+ #endif
+ float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11796 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11796 = staticSwitch9_g11798;
+ float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
+ #else
+ float staticSwitch200_g11796 = lerpResult168_g11796;
+ #endif
+ float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
+ float4 staticSwitch13_g11759 = appendResult174_g11796;
+ #else
+ float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
+ float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
+ #else
+ float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
+ #endif
+ float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11773 = 1.0;
+ #else
+ float staticSwitch203_g11773 = temp_output_182_0_g11773;
+ #endif
+ float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
+ float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
+ #else
+ float staticSwitch200_g11773 = lerpResult168_g11773;
+ #endif
+ float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
+ float4 staticSwitch48_g11759 = appendResult174_g11773;
+ #else
+ float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
+ float4 break2_g11761 = temp_output_5_0_g11760;
+ float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
+ float4 staticSwitch46_g11759 = appendResult12_g11760;
+ #else
+ float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11759;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11801 = temp_output_361_0;
+ float4 break2_g11802 = temp_output_1_0_g11801;
+ float temp_output_44_0_g11801 = unity_OrthoParams.y;
+ float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
+ float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11801;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11804 = staticSwitch56;
+ float4 break2_g11806 = temp_output_1_0_g11804;
+ float temp_output_34_0_g11804 = shaderTime237;
+ float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
+ float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
+ float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
+ float4 staticSwitch57 = appendResult27_g11804;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11808 = staticSwitch57;
+ float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
+ float2 temp_output_41_0_g11808 = shaderPosition235;
+ float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
+ float temp_output_40_0_g11808 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
+ #else
+ float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
+ #endif
+ float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
+ float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
+ float4 break2_g11841 = temp_output_1_0_g11838;
+ float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
+ float4 staticSwitch26_g11808 = appendResult7_g11838;
+ #else
+ float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
+ float temp_output_59_0_g11831 = temp_output_40_0_g11808;
+ float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float4 break2_g11833 = temp_output_1_0_g11831;
+ float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord6.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
+ #else
+ float staticSwitch60_g11831 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
+ float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
+ float4 staticSwitch28_g11808 = appendResult8_g11831;
+ #else
+ float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
+ float4 break2_g11824 = temp_output_1_0_g11823;
+ float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
+ float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
+ float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
+ float temp_output_73_0_g11823 = temp_output_40_0_g11808;
+ float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
+ float4 staticSwitch29_g11808 = appendResult26_g11823;
+ #else
+ float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
+ float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
+ float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
+ float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
+ float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
+ float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
+ float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
+ float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
+ float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch32_g11808 = appendResult43_g11817;
+ #else
+ float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
+ float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
+ float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
+ float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
+ float4 break2_g11815 = temp_output_1_0_g11813;
+ float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
+ float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch34_g11808 = appendResult29_g11813;
+ #else
+ float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
+ float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
+ float4 break2_g11811 = temp_output_1_0_g11809;
+ float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord6.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
+ #else
+ float staticSwitch98_g11809 = _ShineFade;
+ #endif
+ float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
+ float4 staticSwitch36_g11808 = appendResult8_g11809;
+ #else
+ float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11844 = temp_output_40_0_g11808;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
+ float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
+ float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
+ float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
+ float4 staticSwitch39_g11808 = appendResult27_g11844;
+ #else
+ float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ #endif
+ float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
+ float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
+ float temp_output_1_0_g11848 = temp_output_40_0_g11808;
+ float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
+ float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
+ float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
+ float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
+ float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
+ #else
+ float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ #endif
+ float4 break2_g11850 = temp_output_10_0_g11848;
+ float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11848 = lerpResult44_g11848;
+ #else
+ float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
+ #endif
+ float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
+ float4 staticSwitch11_g11848 = appendResult19_g11848;
+ #else
+ float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
+ #endif
+ float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11853 = temp_output_1_0_g11853;
+ float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
+ #else
+ float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
+ float4 staticSwitch33_g11853 = appendResult6_g11853;
+ #else
+ float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
+ #endif
+ float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11860 = temp_output_5_0_g11860;
+ float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
+ float temp_output_27_0_g11860 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
+ #else
+ float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11861 = _TextureLayer1Columns;
+ int Height10_g11861 = _TextureLayer1Rows;
+ float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11861 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
+ #else
+ float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ #endif
+ float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
+ float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
+ float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
+ float4 break2_g11862 = temp_output_5_0_g11860;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
+ #else
+ float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ #endif
+ float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
+ float4 staticSwitch15_g11860 = appendResult14_g11860;
+ #else
+ float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
+ #endif
+ float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11856 = temp_output_5_0_g11856;
+ float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
+ float temp_output_27_0_g11856 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
+ #else
+ float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11857 = _TextureLayer2Columns;
+ int Height10_g11857 = _TextureLayer2Rows;
+ float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11857 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
+ #else
+ float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ #endif
+ float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
+ float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
+ float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
+ float4 break2_g11858 = temp_output_5_0_g11856;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
+ #else
+ float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ #endif
+ float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
+ float4 staticSwitch15_g11856 = appendResult14_g11856;
+ #else
+ float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11856;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11864 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11864;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11865 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
+ float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11865;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11866 = staticSwitch75;
+ float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11866 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
+ float4 staticSwitch3_g11866 = appendResult3_g11867;
+ #else
+ float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
+ float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
+ float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
+ float4 staticSwitch5_g11866 = appendResult3_g11875;
+ #else
+ float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
+ float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
+ float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
+ float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
+ float4 staticSwitch8_g11866 = appendResult3_g11877;
+ #else
+ float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
+ float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
+ float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
+ float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
+ float4 staticSwitch9_g11866 = appendResult3_g11873;
+ #else
+ float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
+ float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11869 = rotatedValue136_g11869;
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
+ float4 staticSwitch11_g11866 = appendResult3_g11869;
+ #else
+ float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11871 = rotatedValue136_g11871;
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
+ float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
+ float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
+ float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
+ float4 staticSwitch15_g11866 = appendResult3_g11871;
+ #else
+ float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
+ float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
+ float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
+ float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
+ float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
+ float4 staticSwitch13_g11866 = appendResult3_g11879;
+ #else
+ float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord6.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
+ #else
+ float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
+ #endif
+ float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
+ float4 break2_g11884 = temp_output_1_0_g11882;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11882 = staticSwitch16_g11882;
+ #endif
+ float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
+ float4 staticSwitch5_g11881 = appendResult6_g11882;
+ #else
+ float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
+ float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
+ float4 staticSwitch11_g11881 = appendResult13_g11885;
+ #else
+ float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
+ float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord6.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
+ #else
+ float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ #endif
+ float4 break2_g11888 = temp_output_1_0_g11886;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
+ #else
+ float3 staticSwitch22_g11886 = staticSwitch21_g11886;
+ #endif
+ float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
+ float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
+ float4 staticSwitch7_g11881 = appendResult9_g11886;
+ #else
+ float4 staticSwitch7_g11881 = staticSwitch11_g11881;
+ #endif
+ float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11891 = temp_output_2_0_g11889;
+ float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
+ float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11890 = appendResult2_g11890;
+ #else
+ float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 );
+ #endif
+ float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11891 = appendResult85_g11889;
+ float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
+ float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
+ float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
+ float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
+ float4 staticSwitch82_g11889 = appendResult18_g11891;
+ #else
+ float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ #endif
+ float4 break4_g11892 = staticSwitch82_g11889;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11750 = 1.0;
+ #else
+ float staticSwitch8_g11750 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11750 = 1.0;
+ #else
+ float staticSwitch9_g11750 = staticSwitch8_g11750;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11750;
+ float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11892;
+ float4 temp_output_1_0_g11893 = temp_output_344_0;
+ float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11893;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11900 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
+ float4 staticSwitch6_g11900 = appendResult2_g11900;
+ #else
+ float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11900;
+
+ float2 temp_output_11_0_g11901 = finalUV146;
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 );
+ float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic );
+ #else
+ float staticSwitch23_g11901 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r );
+ #else
+ float staticSwitch22_g11901 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
+ float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
+ float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
+ #else
+ float3 staticSwitch13_g11901 = float3( 0, 0, 0 );
+ #endif
+
+
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity );
+
+ half3 Specular = half3( 0, 0, 0 );
+ half Metallic = staticSwitch23_g11901;
+ half Smoothness = staticSwitch22_g11901;
+ half Occlusion = 1;
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ o.Specular = Specular.x;
+ o.Gloss = Smoothness;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ o.Specular = Specular;
+ #else
+ o.Metallic = Metallic;
+ #endif
+ o.Occlusion = Occlusion;
+ o.Smoothness = Smoothness;
+ #endif
+
+ o.Emission = staticSwitch13_g11901;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = 0.0;
+ half AlphaClipThresholdShadow = 0.5;
+ half3 BakedGI = 0;
+ half3 Transmission = 1;
+ half3 Translucency = 1;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_CHANGES_WORLD_POS )
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS )
+ LightAtten = temp;
+ #else
+ LightAtten = 1;
+ #endif
+ }
+ #endif
+
+ #if ( ASE_FRAGMENT_NORMAL == 0 )
+ o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
+ #elif ( ASE_FRAGMENT_NORMAL == 1 )
+ o.Normal = UnityObjectToWorldNormal( o.Normal );
+ #elif ( ASE_FRAGMENT_NORMAL == 2 )
+ // @diogo: already in world-space; do nothing
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifndef USING_DIRECTIONAL_LIGHT
+ half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
+ #else
+ half3 lightDir = _WorldSpaceLightPos0.xyz;
+ #endif
+
+ UnityGI gi;
+ UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
+ gi.indirect.diffuse = 0;
+ gi.indirect.specular = 0;
+ gi.light.color = _LightColor0.rgb;
+ gi.light.dir = lightDir;
+
+ UnityGIInput giInput;
+ UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
+ giInput.light = gi.light;
+ giInput.worldPos = PositionWS;
+ giInput.worldViewDir = ViewDirWS;
+ giInput.atten = atten;
+ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+ giInput.lightmapUV = IN.ambientOrLightmapUV;
+ #else
+ giInput.lightmapUV = 0.0;
+ #endif
+ #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
+ giInput.ambient = IN.ambientOrLightmapUV.rgb;
+ #else
+ giInput.ambient.rgb = 0.0;
+ #endif
+ giInput.probeHDR[0] = unity_SpecCube0_HDR;
+ giInput.probeHDR[1] = unity_SpecCube1_HDR;
+ #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
+ giInput.boxMin[0] = unity_SpecCube0_BoxMin;
+ #endif
+ #ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ giInput.boxMax[0] = unity_SpecCube0_BoxMax;
+ giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
+ giInput.boxMax[1] = unity_SpecCube1_BoxMax;
+ giInput.boxMin[1] = unity_SpecCube1_BoxMin;
+ giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ LightingBlinnPhong_GI(o, giInput, gi);
+ #else
+ LightingLambert_GI(o, giInput, gi);
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ LightingStandardSpecular_GI(o, giInput, gi);
+ #else
+ LightingStandard_GI(o, giInput, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_BAKEDGI
+ gi.indirect.diffuse = BakedGI;
+ #endif
+
+ #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
+ gi.indirect.diffuse = 0;
+ #endif
+
+ half4 c = 0;
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ c += LightingBlinnPhong (o, ViewDirWS, gi);
+ #else
+ c += LightingLambert( o, gi );
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ c += LightingStandardSpecular (o, ViewDirWS, gi);
+ #else
+ c += LightingStandard(o, ViewDirWS, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_TRANSMISSION
+ {
+ half shadow = _TransmissionShadow;
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
+ c.rgb += o.Albedo * transmission;
+ }
+ #endif
+
+ #ifdef ASE_TRANSLUCENCY
+ {
+ half shadow = _TransShadow;
+ half normal = _TransNormal;
+ half scattering = _TransScattering;
+ half direct = _TransDirect;
+ half ambient = _TransAmbient;
+ half strength = _TransStrength;
+
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 lightDir = gi.light.dir + o.Normal * normal;
+ half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering );
+ half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
+ c.rgb += o.Albedo * translucency * strength;
+ }
+ #endif
+
+ c.rgb += o.Emission;
+
+ #if defined( ASE_FOG )
+ UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN );
+ UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
+ #endif
+ return c;
+ }
ENDCG
}
@@ -3836,3092 +3923,3159 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
Blend SrcAlpha One
CGPROGRAM
- #define _ALPHABLEND_ON 1
- #define UNITY_STANDARD_USE_DITHER_MASK 1
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma multi_compile_instancing
+ #pragma multi_compile_fog
+ #define ASE_FOG
+ #define ASE_VERSION 19905
- #pragma vertex vert
- #pragma fragment frag
- #pragma skip_variants INSTANCING_ON
- #pragma multi_compile_fwdadd_fullshadows
- #ifndef UNITY_PASS_FORWARDADD
- #define UNITY_PASS_FORWARDADD
- #endif
- #include "HLSLSupport.cginc"
- #if !defined( UNITY_INSTANCED_LOD_FADE )
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #if !defined( UNITY_INSTANCED_SH )
- #define UNITY_INSTANCED_SH
- #endif
- #if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "AutoLight.cginc"
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants INSTANCING_ON
+ #pragma multi_compile_fwdadd_fullshadows
+ #ifndef UNITY_PASS_FORWARDADD
+ #define UNITY_PASS_FORWARDADD
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
- #include "UnityStandardUtils.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION(pos);
- #else
+ #include "UnityStandardUtils.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
float4 pos : SV_POSITION;
- #endif
- #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHTING_COORDS(1,2)
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_SHADOW_COORDS(1)
- #else
- SHADOW_COORDS(1)
- #endif
- #endif
- #ifdef ASE_FOG
- UNITY_FOG_COORDS(3)
- #endif
- float4 tSpace0 : TEXCOORD5;
- float4 tSpace1 : TEXCOORD6;
- float4 tSpace2 : TEXCOORD7;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- uniform sampler2D _NormalMap;
- uniform float _NormalIntensity;
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _Metallic;
- #ifdef _METALLICMAPTOGGLE_ON
- uniform sampler2D _MetallicMap;
- #endif
- uniform float _Smoothness;
-
-
- float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
- {
- original -= center;
- float C = cos( angle );
- float S = sin( angle );
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
- return mul( finalMatrix, original ) + center;
- }
-
- float MyCustomExpression16_g11712( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11710( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11668( float x )
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x/2.0)-0.5);
-
- float k = 0.5+0.5*sin(i);
- return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
- }
-
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
-
- float MyCustomExpression16_g11670( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11673( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11680( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11715( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0,1.0) / size;
- uvs -= pixel * float2(0.5,0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11752( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11754( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11758( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
- float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
- float d = q.x - min( q.w, q.y );
- float e = 1.0e-10;
- return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB( float3 c )
- {
- float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
- }
-
- float MyCustomExpression16_g11786( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11770( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11797( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11805( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11840( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11825( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11827( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11820( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11818( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11814( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11851( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11868( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11876( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11878( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11874( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11870( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11872( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction (appdata v ) {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_TRANSFER_INSTANCE_ID(v,o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
- float4 screenPos = ComputeScreenPos( ase_positionCS );
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11895 = fixedUV475;
- float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11896 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- float temp_output_8_0_g11896 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
- #else
- float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11897 = temp_output_8_0_g11896;
- float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
- float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
- #else
- float2 staticSwitch6_g11896 = staticSwitch4_g11896;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
- #else
- float2 staticSwitch10_g11896 = staticSwitch6_g11896;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11896;
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord9.xy = v.ase_texcoord.xy;
- o.ase_texcoord10 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord9.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3( staticSwitch142 , 0.0 );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
- fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
- o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
- #else
- TRANSFER_SHADOW(o);
- #endif
- #endif
-
- #ifdef ASE_FOG
- UNITY_TRANSFER_FOG(o,o.pos);
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(o.pos);
- #endif
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert ( appdata v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction (InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- v2f vert ( appdata v )
- {
- return VertexFunction( v );
- }
- #endif
-
- fixed4 frag ( v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
- float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
- float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
- float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
- float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
- #else
- half atten = 1;
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
-
-
- float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11667 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11668 = _WindMinIntensity;
- #else
- float staticSwitch117_g11668 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11668 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11668 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11668 = _WindXPosition;
- #else
- float staticSwitch111_g11668 = transform62_g11668.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11668 = _WindNoiseScale;
- #else
- float staticSwitch113_g11668 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
- #else
- float staticSwitch125_g11668 = WindTime;
- #endif
- float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
- float x101_g11668 = temp_output_50_0_g11668;
- float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
- float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
- float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
- simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11668 = simplePerlin2D121_g11668;
- #else
- float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
- #endif
- float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
- float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
- float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
- float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
- float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
- float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
- float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
- float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
- #else
- float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
- #endif
- float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (worldPos).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11669 = shaderPosition235;
- float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
- float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
- float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
- float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
- #else
- float2 staticSwitch83 = staticSwitch4_g11667;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11672 = shaderPosition235;
- float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
- float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
- float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11672 = rotatedValue136_g11672;
- float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
- float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
- float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11677 = unity_OrthoParams.y;
- float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 );
- float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
- float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
- float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11675 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11675;
- float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
- float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11716 = staticSwitch62;
- float2 temp_output_26_0_g11716 = shaderPosition235;
- float temp_output_25_0_g11716 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
- float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
- float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
- #else
- float staticSwitch29_g11723 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) );
- #else
- float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
- float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
- #else
- float2 staticSwitch7_g11716 = staticSwitch5_g11716;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
- #else
- float2 staticSwitch9_g11716 = staticSwitch7_g11716;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
- float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
- #else
- float2 staticSwitch16_g11716 = staticSwitch9_g11716;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
- #else
- float2 staticSwitch14_g11716 = staticSwitch16_g11716;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11716 = clampResult46_g11718;
- #else
- float2 staticSwitch4_g11716 = staticSwitch14_g11716;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
- #else
- float2 staticSwitch24_g11716 = staticSwitch4_g11716;
- #endif
- float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
- #else
- float staticSwitch18_g11727 = temp_output_7_0_g11727;
- #endif
- float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
- float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
- #else
- float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11727;
- float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11728 = staticSwitch485;
- float2 break11_g11728 = float2( 0,0 );
- float2 break10_g11728 = float2( 1,1 );
- float2 break9_g11728 = spriteRectMin376;
- float2 break8_g11728 = spriteRectMax377;
- float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y))));
- float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11730 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11731 = _MainTex;
- float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
- float2 uvs3_g11731 = temp_output_1_0_g11730;
- float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
- float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
- #else
- float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
- float temp_output_2_0_g11742 = temp_output_10_0_g11732;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
- float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
- float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11733 = temp_output_10_0_g11732;
- float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
- float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
- float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
- float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
- float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
- float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
- float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
- float temp_output_2_0_g11739 = temp_output_10_0_g11732;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
- float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float temp_output_2_0_g11736 = temp_output_10_0_g11732;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
- float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
- #else
- float4 staticSwitch3_g11730 = staticSwitch8_g11730;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
- float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
- float temp_output_2_0_g11746 = _SharpenOffset;
- float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
- float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
- float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
- float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
- float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
- float4 staticSwitch12_g11730 = appendResult24_g11745;
- #else
- float4 staticSwitch12_g11730 = staticSwitch3_g11730;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11730;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11749 = temp_output_471_0;
- float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
- float4 staticSwitch354 = appendResult8_g11749;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11750 = originalColor191;
- float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float2 temp_output_7_0_g11750 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
- float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
- float4 staticSwitch2_g11750 = appendResult31_g11751;
- #else
- float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
- float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
- float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
- float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
- float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11750 = appendResult13_g11753;
- #else
- float4 staticSwitch3_g11750 = staticSwitch2_g11750;
- #endif
- float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
- float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y));
- float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
- float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
- float4 staticSwitch2_g11755 = appendResult42_g11756;
- #else
- float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11757 = finalUV146;
- float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
- float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
- float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
- float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
- float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
- #else
- float4 staticSwitch6_g11755 = staticSwitch2_g11755;
- #endif
- float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
- float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
- float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
- float2 temp_output_1_0_g11759 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch81_g11791 = appendResult91_g11791;
- #endif
- float3 break82_g11791 = (staticSwitch81_g11791).xyz;
- float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
- float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
- float4 break2_g11792 = temp_output_1_0_g11791;
- float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
- float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
- float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch43_g11759 = appendResult30_g11791;
- #else
- float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
- #endif
- float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
- float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.8333333 )
- ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.6666667 )
- ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11789 = ifLocalVar46_g11789;
- float4 ifLocalVar47_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.3333333 )
- ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.1666667 )
- ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11789 = ifLocalVar47_g11789;
- float4 ifLocalVar35_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.5 )
- ifLocalVar35_g11789 = ifLocalVar44_g11789;
- else
- ifLocalVar35_g11789 = ifLocalVar45_g11789;
- float4 break55_g11789 = ifLocalVar35_g11789;
- float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
- float4 break2_g11790 = temp_output_1_0_g11789;
- float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
- float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
- float4 staticSwitch9_g11759 = appendResult30_g11789;
- #else
- float4 staticSwitch9_g11759 = staticSwitch43_g11759;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
- float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
- float3 In115_g11763 = temp_output_2_0_g11763;
- float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11764 = temp_output_1_0_g11763;
- float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11763 = _ColorReplaceSmoothness;
- float Range115_g11763 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
- float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
- float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
- float4 staticSwitch29_g11759 = appendResult4_g11763;
- #else
- float4 staticSwitch29_g11759 = staticSwitch9_g11759;
- #endif
- float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
- float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
- float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
- float4 staticSwitch4_g11776 = appendResult8_g11776;
- #else
- float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
- #endif
- float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
- float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
- float4 staticSwitch32_g11759 = appendResult4_g11799;
- #else
- float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
- float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
- float4 staticSwitch33_g11759 = appendResult6_g11774;
- #else
- float4 staticSwitch33_g11759 = staticSwitch32_g11759;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
- float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
- float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
- float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
- float4 staticSwitch36_g11759 = appendResult8_g11775;
- #else
- float4 staticSwitch36_g11759 = staticSwitch33_g11759;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
- float4 break2_g11794 = temp_output_1_0_g11793;
- float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
- float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
- float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
- float4 staticSwitch30_g11759 = appendResult18_g11793;
- #else
- float4 staticSwitch30_g11759 = staticSwitch36_g11759;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
- float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
- float4 break12_g11771 = temp_output_1_0_g11771;
- float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
- float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
- float4 staticSwitch20_g11759 = appendResult11_g11771;
- #else
- float4 staticSwitch20_g11759 = staticSwitch30_g11759;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
- float4 break2_g11787 = temp_output_1_0_g11785;
- float2 temp_output_65_0_g11785 = shaderPosition235;
- float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
- float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
- float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
- float4 staticSwitch17_g11759 = appendResult9_g11785;
- #else
- float4 staticSwitch17_g11759 = staticSwitch20_g11759;
- #endif
- float temp_output_39_0_g11759 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
- float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
- float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
- float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch19_g11759 = appendResult6_g11777;
- #else
- float4 staticSwitch19_g11759 = staticSwitch17_g11759;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
- float4 break2_g11783 = temp_output_1_0_g11781;
- float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
- #else
- float staticSwitch33_g11781 = _AddHueFade;
- #endif
- float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
- float4 staticSwitch23_g11759 = appendResult6_g11781;
- #else
- float4 staticSwitch23_g11759 = staticSwitch19_g11759;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
- float4 break2_g11779 = temp_output_1_0_g11778;
- float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
- #else
- float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
- #endif
- float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
- float4 staticSwitch28_g11759 = appendResult21_g11778;
- #else
- float4 staticSwitch28_g11759 = staticSwitch23_g11759;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
- float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
- float4 staticSwitch38_g11759 = appendResult8_g11766;
- #else
- float4 staticSwitch38_g11759 = staticSwitch28_g11759;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
- float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
- float temp_output_179_0_g11768 = temp_output_39_0_g11759;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
- #else
- float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
- #endif
- float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
- #else
- float2 staticSwitch169_g11768 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
- float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 );
- float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
- float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
- #else
- float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
- #endif
- float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
- float4 staticSwitch12_g11759 = appendResult177_g11768;
- #else
- float4 staticSwitch12_g11759 = staticSwitch38_g11759;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
- float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
- float temp_output_186_0_g11796 = temp_output_39_0_g11759;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
- #else
- float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
- #endif
- float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11796 = 1.0;
- #else
- float staticSwitch203_g11796 = temp_output_182_0_g11796;
- #endif
- float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
- float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
- float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
- #else
- float2 staticSwitch157_g11796 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
- float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 );
- float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
- #else
- float staticSwitch200_g11796 = lerpResult168_g11796;
- #endif
- float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
- float4 staticSwitch13_g11759 = appendResult174_g11796;
- #else
- float4 staticSwitch13_g11759 = staticSwitch12_g11759;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
- float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
- #else
- float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
- #endif
- float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11773 = 1.0;
- #else
- float staticSwitch203_g11773 = temp_output_182_0_g11773;
- #endif
- float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
- float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
- float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
- float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
- #else
- float staticSwitch200_g11773 = lerpResult168_g11773;
- #endif
- float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
- float4 staticSwitch48_g11759 = appendResult174_g11773;
- #else
- float4 staticSwitch48_g11759 = staticSwitch13_g11759;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
- float4 break2_g11761 = temp_output_5_0_g11760;
- float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
- float4 staticSwitch46_g11759 = appendResult12_g11760;
- #else
- float4 staticSwitch46_g11759 = staticSwitch48_g11759;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11759;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11801 = temp_output_361_0;
- float4 break2_g11802 = temp_output_1_0_g11801;
- float temp_output_44_0_g11801 = unity_OrthoParams.y;
- float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
- float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11801;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11804 = staticSwitch56;
- float4 break2_g11806 = temp_output_1_0_g11804;
- float temp_output_34_0_g11804 = shaderTime237;
- float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
- float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
- float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
- float4 staticSwitch57 = appendResult27_g11804;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11808 = staticSwitch57;
- float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
- float2 temp_output_41_0_g11808 = shaderPosition235;
- float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
- float temp_output_40_0_g11808 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
- #else
- float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
- #endif
- float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
- float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
- float4 break2_g11841 = temp_output_1_0_g11838;
- float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
- float4 staticSwitch26_g11808 = appendResult7_g11838;
- #else
- float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
- float temp_output_59_0_g11831 = temp_output_40_0_g11808;
- float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float4 break2_g11833 = temp_output_1_0_g11831;
- float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
- float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
- #else
- float staticSwitch60_g11831 = _MetalFade;
- #endif
- float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
- float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
- float4 staticSwitch28_g11808 = appendResult8_g11831;
- #else
- float4 staticSwitch28_g11808 = staticSwitch26_g11808;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
- float4 break2_g11824 = temp_output_1_0_g11823;
- float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
- float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
- float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
- float temp_output_73_0_g11823 = temp_output_40_0_g11808;
- float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
- float4 staticSwitch29_g11808 = appendResult26_g11823;
- #else
- float4 staticSwitch29_g11808 = staticSwitch28_g11808;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
- float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
- float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
- float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
- float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
- float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
- float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
- float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
- float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
- float4 staticSwitch32_g11808 = appendResult43_g11817;
- #else
- float4 staticSwitch32_g11808 = staticSwitch29_g11808;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
- float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
- float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
- float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
- float4 break2_g11815 = temp_output_1_0_g11813;
- float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
- float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
- float4 staticSwitch34_g11808 = appendResult29_g11813;
- #else
- float4 staticSwitch34_g11808 = staticSwitch32_g11808;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
- float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
- float4 break2_g11811 = temp_output_1_0_g11809;
- float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
- float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
- float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
- #else
- float staticSwitch98_g11809 = _ShineFade;
- #endif
- float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
- float4 staticSwitch36_g11808 = appendResult8_g11809;
- #else
- float4 staticSwitch36_g11808 = staticSwitch34_g11808;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11844 = temp_output_40_0_g11808;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
- float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
- float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
- float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
- float4 staticSwitch39_g11808 = appendResult27_g11844;
- #else
- float4 staticSwitch39_g11808 = staticSwitch36_g11808;
- #endif
- float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
- float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
- float temp_output_1_0_g11848 = temp_output_40_0_g11808;
- float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
- float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
- float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
- float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
- float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
- float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
- float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
- #else
- float3 staticSwitch50_g11848 = lerpResult42_g11848;
- #endif
- float4 break2_g11850 = temp_output_10_0_g11848;
- float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11848 = lerpResult44_g11848;
- #else
- float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
- #endif
- float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
- float4 staticSwitch11_g11848 = appendResult19_g11848;
- #else
- float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
- #endif
- float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11853 = temp_output_1_0_g11853;
- float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
- float4 break2_g11854 = temp_output_1_0_g11853;
- float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
- float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
- #else
- float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
- #endif
- float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
- float4 staticSwitch33_g11853 = appendResult6_g11853;
- #else
- float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
- #endif
- float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11860 = temp_output_5_0_g11860;
- float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
- float temp_output_27_0_g11860 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
- #else
- float2 staticSwitch73_g11860 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11861 = _TextureLayer1Columns;
- int Height10_g11861 = _TextureLayer1Rows;
- float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11861 = float2( 0,1 );
- float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
- #else
- float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
- #endif
- float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
- float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
- float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
- float4 break2_g11862 = temp_output_5_0_g11860;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
- #else
- float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
- #endif
- float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
- float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
- float4 staticSwitch15_g11860 = appendResult14_g11860;
- #else
- float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
- #endif
- float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11856 = temp_output_5_0_g11856;
- float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
- float temp_output_27_0_g11856 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
- #else
- float2 staticSwitch73_g11856 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11857 = _TextureLayer2Columns;
- int Height10_g11857 = _TextureLayer2Rows;
- float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11857 = float2( 0,1 );
- float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
- #else
- float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
- #endif
- float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
- float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
- float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
- float4 break2_g11858 = temp_output_5_0_g11856;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
- #else
- float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
- #endif
- float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
- float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
- float4 staticSwitch15_g11856 = appendResult14_g11856;
- #else
- float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11856;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11864 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11864;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11865 = staticSwitch77;
- float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
- float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11865;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11866 = staticSwitch75;
- float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
-#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
- #endif
- float2 temp_output_18_0_g11866 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
- float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
- float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
- float4 staticSwitch3_g11866 = appendResult3_g11867;
- #else
- float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
- float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
- float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
- float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
- float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
- float4 staticSwitch5_g11866 = appendResult3_g11875;
- #else
- float4 staticSwitch5_g11866 = staticSwitch3_g11866;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
- float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
- float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
- float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
- float4 staticSwitch8_g11866 = appendResult3_g11877;
- #else
- float4 staticSwitch8_g11866 = staticSwitch5_g11866;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
- float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
- float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
- float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
- float4 staticSwitch9_g11866 = appendResult3_g11873;
- #else
- float4 staticSwitch9_g11866 = staticSwitch8_g11866;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
- float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11869 = rotatedValue136_g11869;
- float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
- float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
- float4 staticSwitch11_g11866 = appendResult3_g11869;
- #else
- float4 staticSwitch11_g11866 = staticSwitch9_g11866;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11871 = rotatedValue136_g11871;
- float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
- float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
- float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
- float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
- float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
- float4 staticSwitch15_g11866 = appendResult3_g11871;
- #else
- float4 staticSwitch15_g11866 = staticSwitch11_g11866;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
- float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
- float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
- float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
- float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
- float4 staticSwitch13_g11866 = appendResult3_g11879;
- #else
- float4 staticSwitch13_g11866 = staticSwitch15_g11866;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
- #else
- float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
- #endif
- float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
- float4 break2_g11884 = temp_output_1_0_g11882;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
- #else
- float3 staticSwitch17_g11882 = staticSwitch16_g11882;
- #endif
- float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
- float4 staticSwitch5_g11881 = appendResult6_g11882;
- #else
- float4 staticSwitch5_g11881 = staticSwitch13_g11866;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
- float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
- float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
- float4 staticSwitch11_g11881 = appendResult13_g11885;
- #else
- float4 staticSwitch11_g11881 = staticSwitch5_g11881;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
- float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
- #else
- float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
- #endif
- float4 break2_g11888 = temp_output_1_0_g11886;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
- #else
- float3 staticSwitch22_g11886 = staticSwitch21_g11886;
- #endif
- float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
- float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
- float4 staticSwitch7_g11881 = appendResult9_g11886;
- #else
- float4 staticSwitch7_g11881 = staticSwitch11_g11881;
- #endif
- float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11891 = temp_output_2_0_g11889;
- float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
- float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11891 = appendResult85_g11889;
- float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
- float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
- float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
- float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
- float4 staticSwitch82_g11889 = appendResult18_g11891;
- #else
- float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
- #endif
- float4 break4_g11892 = staticSwitch82_g11889;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11750 = 1.0;
- #else
- float staticSwitch8_g11750 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11750 = 1.0;
- #else
- float staticSwitch9_g11750 = staticSwitch8_g11750;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11750;
- float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11892;
- float4 temp_output_1_0_g11893 = temp_output_344_0;
- float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11893;
- #endif
- float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11900 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
- float4 staticSwitch6_g11900 = appendResult2_g11900;
- #else
- float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11900;
-
- float2 temp_output_11_0_g11901 = finalUV146;
-
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
- float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
- float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
- #else
- float3 staticSwitch13_g11901 = float3(0,0,0);
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 );
- float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic );
- #else
- float staticSwitch23_g11901 = _Metallic;
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r );
- #else
- float staticSwitch22_g11901 = _Smoothness;
- #endif
-
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity );
- o.Emission = staticSwitch13_g11901;
- #if defined(_SPECULAR_SETUP)
- o.Specular = fixed3( 0, 0, 0 );
- #else
- o.Metallic = staticSwitch23_g11901;
- #endif
- o.Smoothness = staticSwitch22_g11901;
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = 0.0;
- float3 Transmission = 1;
- float3 Translucency = 1;
-
- #ifdef _ALPHATEST_ON
- clip( o.Alpha - AlphaClipThreshold );
- #endif
-
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
-
- #ifndef USING_DIRECTIONAL_LIGHT
- fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- #else
- fixed3 lightDir = _WorldSpaceLightPos0.xyz;
- #endif
-
- fixed4 c = 0;
- float3 worldN;
- worldN.x = dot(IN.tSpace0.xyz, o.Normal);
- worldN.y = dot(IN.tSpace1.xyz, o.Normal);
- worldN.z = dot(IN.tSpace2.xyz, o.Normal);
- worldN = normalize(worldN);
- o.Normal = worldN;
-
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- gi.light.color = _LightColor0.rgb;
- gi.light.dir = lightDir;
- gi.light.color *= atten;
-
- #if defined(_SPECULAR_SETUP)
- c += LightingStandardSpecular( o, worldViewDir, gi );
- #else
- c += LightingStandard( o, worldViewDir, gi );
- #endif
+ float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ UNITY_LIGHTING_COORDS( 3, 4 )
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_texcoord6 : TEXCOORD6;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
#ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
- #else
- float3 lightAtten = gi.light.color;
- #endif
- half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
- c.rgb += o.Albedo * transmission;
- }
+ float _TransmissionShadow;
#endif
-
#ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ uniform sampler2D _NormalMap;
+ uniform float _NormalIntensity;
+ uniform float _Metallic;
+ #ifdef _METALLICMAPTOGGLE_ON
+ uniform sampler2D _MetallicMap;
+ #endif
+ uniform float _Smoothness;
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11712( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
#else
- float3 lightAtten = gi.light.color;
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
- half3 lightDir = gi.light.dir + o.Normal * normal;
- half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
- half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
- c.rgb += o.Albedo * translucency * strength;
+ }
+
+ float MyCustomExpression16_g11710( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11668( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11670( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11680( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11715( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11752( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11754( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11758( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11786( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11797( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11805( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11843( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11840( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11825( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11827( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11820( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11818( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11814( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11851( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11878( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11874( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction (appdata v ) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11895 = fixedUV475;
+ float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11896 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ float temp_output_8_0_g11896 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
+ #else
+ float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11897 = temp_output_8_0_g11896;
+ float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
+ float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
+ #else
+ float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11896;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord5.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord6 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord5.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+ half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ o.tangentWS = half4( tangentWS, v.tangent.w );
+
+ UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
+ #if defined( ASE_FOG )
+ UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos );
+ #endif
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ o.tangentWS.zw = v.texcoord.xy;
+ o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
}
#endif
- //#ifdef ASE_REFRACTION
- // float4 projScreenPos = ScreenPos / ScreenPos.w;
- // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- // projScreenPos.xy += refractionOffset.xy;
- // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
- // color.rgb = lerp( refraction, color.rgb, color.a );
- // color.a = 1;
- //#endif
+ half4 frag ( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
- #ifdef ASE_FOG
- UNITY_APPLY_FOG(IN.fogCoord, c);
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ half atten;
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz )
+ atten = temp;
+ #else
+ atten = 1;
+ #endif
+ }
+
+ float3 PositionWS = IN.worldPos.xyz;
+ half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
+ float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = IN.normalWS;
+ half3 TangentWS = IN.tangentWS.xyz;
+ half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
+ half3 LightAtten = atten;
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11667 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11668 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11668 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11668 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11668 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11668 = _WindXPosition;
+ #else
+ float staticSwitch111_g11668 = transform62_g11668.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11668 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11668 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11668 = WindTime;
+ #endif
+ float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
+ float x101_g11668 = temp_output_50_0_g11668;
+ float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
+ float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
+ float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11668 = simplePerlin2D121_g11668;
+ #else
+ float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
+ #endif
+ float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
+ float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
+ float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
+ float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
+ float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
+ float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
+ #else
+ float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
#endif
- return c;
- }
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (IN.ase_texcoord6.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11669 = shaderPosition235;
+ float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11667;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11672 = shaderPosition235;
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11672 = rotatedValue136_g11672;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11677 = unity_OrthoParams.y;
+ float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11677 );
+ float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
+ float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11678 = appendResult2_g11678;
+ #else
+ float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11675 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11675;
+ float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11716 = staticSwitch62;
+ float2 temp_output_26_0_g11716 = shaderPosition235;
+ float temp_output_25_0_g11716 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
+ float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11725 = appendResult2_g11725;
+ #else
+ float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
+ #else
+ float staticSwitch29_g11723 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) );
+ #else
+ float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
+ float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
+ #else
+ float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
+ #else
+ float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
+ #else
+ float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11716 = clampResult46_g11718;
+ #else
+ float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ #endif
+ float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
+ #else
+ float staticSwitch18_g11727 = temp_output_7_0_g11727;
+ #endif
+ float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
+ float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
+ #else
+ float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11727;
+ float2 texCoord131 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11728 = staticSwitch485;
+ float2 break11_g11728 = float2( 0,0 );
+ float2 break10_g11728 = float2( 1,1 );
+ float2 break9_g11728 = spriteRectMin376;
+ float2 break8_g11728 = spriteRectMax377;
+ float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11730 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11731 = _MainTex;
+ float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
+ float2 uvs3_g11731 = temp_output_1_0_g11730;
+ float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
+ float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
+ #else
+ float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11742 = temp_output_10_0_g11732;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11733 = temp_output_10_0_g11732;
+ float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
+ float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
+ float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
+ float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
+ float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
+ float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11732;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11732;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
+ float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
+ float temp_output_2_0_g11746 = _SharpenOffset;
+ float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
+ float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
+ float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
+ float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
+ float4 staticSwitch12_g11730 = appendResult24_g11745;
+ #else
+ float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11730;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11749 = temp_output_471_0;
+ float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
+ float4 staticSwitch354 = appendResult8_g11749;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11750 = originalColor191;
+ float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float2 temp_output_7_0_g11750 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
+ float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
+ float4 staticSwitch2_g11750 = appendResult31_g11751;
+ #else
+ float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
+ float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
+ float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
+ float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
+ float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11750 = appendResult13_g11753;
+ #else
+ float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ #endif
+ float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
+ float2 appendResult4_g11756 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
+ float4 staticSwitch2_g11755 = appendResult42_g11756;
+ #else
+ float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11757 = finalUV146;
+ float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
+ float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
+ float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
+ float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
+ #else
+ float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ #endif
+ float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
+ float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
+ float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
+ float2 temp_output_1_0_g11759 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch81_g11791 = appendResult91_g11791;
+ #endif
+ float3 break82_g11791 = (staticSwitch81_g11791).xyz;
+ float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
+ float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
+ float4 break2_g11792 = temp_output_1_0_g11791;
+ float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
+ float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
+ float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch43_g11759 = appendResult30_g11791;
+ #else
+ float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
+ #endif
+ float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
+ float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.8333333 )
+ ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.6666667 )
+ ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11789 = ifLocalVar46_g11789;
+ float4 ifLocalVar47_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.3333333 )
+ ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.1666667 )
+ ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11789 = ifLocalVar47_g11789;
+ float4 ifLocalVar35_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.5 )
+ ifLocalVar35_g11789 = ifLocalVar44_g11789;
+ else
+ ifLocalVar35_g11789 = ifLocalVar45_g11789;
+ float4 break55_g11789 = ifLocalVar35_g11789;
+ float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
+ float4 break2_g11790 = temp_output_1_0_g11789;
+ float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
+ float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
+ float4 staticSwitch9_g11759 = appendResult30_g11789;
+ #else
+ float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
+ float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
+ float3 In115_g11763 = temp_output_2_0_g11763;
+ float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11764 = temp_output_1_0_g11763;
+ float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11763 = _ColorReplaceSmoothness;
+ float Range115_g11763 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
+ float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
+ float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
+ float4 staticSwitch29_g11759 = appendResult4_g11763;
+ #else
+ float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ #endif
+ float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
+ float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
+ float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
+ float4 staticSwitch4_g11776 = appendResult8_g11776;
+ #else
+ float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ #endif
+ float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
+ float4 staticSwitch32_g11759 = appendResult4_g11799;
+ #else
+ float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
+ float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
+ float4 staticSwitch33_g11759 = appendResult6_g11774;
+ #else
+ float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
+ float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
+ float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
+ float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
+ float4 staticSwitch36_g11759 = appendResult8_g11775;
+ #else
+ float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
+ float4 break2_g11794 = temp_output_1_0_g11793;
+ float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
+ float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
+ float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
+ float4 staticSwitch30_g11759 = appendResult18_g11793;
+ #else
+ float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
+ float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
+ float4 break12_g11771 = temp_output_1_0_g11771;
+ float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
+ float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
+ float4 staticSwitch20_g11759 = appendResult11_g11771;
+ #else
+ float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
+ float4 break2_g11787 = temp_output_1_0_g11785;
+ float2 temp_output_65_0_g11785 = shaderPosition235;
+ float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
+ float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
+ float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
+ float4 staticSwitch17_g11759 = appendResult9_g11785;
+ #else
+ float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ #endif
+ float temp_output_39_0_g11759 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
+ float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
+ float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
+ float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch19_g11759 = appendResult6_g11777;
+ #else
+ float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
+ float4 break2_g11783 = temp_output_1_0_g11781;
+ float2 uv_AddHueMask = IN.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
+ #else
+ float staticSwitch33_g11781 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
+ float4 staticSwitch23_g11759 = appendResult6_g11781;
+ #else
+ float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
+ float4 break2_g11779 = temp_output_1_0_g11778;
+ float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
+ #else
+ float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
+ #endif
+ float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
+ float4 staticSwitch28_g11759 = appendResult21_g11778;
+ #else
+ float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
+ float4 break2_g11767 = temp_output_1_0_g11766;
+ float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
+ float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
+ float4 staticSwitch38_g11759 = appendResult8_g11766;
+ #else
+ float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
+ float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
+ float temp_output_179_0_g11768 = temp_output_39_0_g11759;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
+ #else
+ float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
+ #endif
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11768 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
+ float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11769 = appendResult2_g11769;
+ #else
+ float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 );
+ #endif
+ float2 temp_output_25_0_g11768 = staticSwitch9_g11769;
+ float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
+ float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
+ #else
+ float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
+ #endif
+ float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
+ float4 staticSwitch12_g11759 = appendResult177_g11768;
+ #else
+ float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
+ float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
+ float temp_output_186_0_g11796 = temp_output_39_0_g11759;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
+ #else
+ float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
+ #endif
+ float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11796 = 1.0;
+ #else
+ float staticSwitch203_g11796 = temp_output_182_0_g11796;
+ #endif
+ float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11796 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11796 = staticSwitch9_g11798;
+ float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
+ #else
+ float staticSwitch200_g11796 = lerpResult168_g11796;
+ #endif
+ float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
+ float4 staticSwitch13_g11759 = appendResult174_g11796;
+ #else
+ float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
+ float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
+ #else
+ float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
+ #endif
+ float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11773 = 1.0;
+ #else
+ float staticSwitch203_g11773 = temp_output_182_0_g11773;
+ #endif
+ float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
+ float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
+ #else
+ float staticSwitch200_g11773 = lerpResult168_g11773;
+ #endif
+ float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
+ float4 staticSwitch48_g11759 = appendResult174_g11773;
+ #else
+ float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
+ float4 break2_g11761 = temp_output_5_0_g11760;
+ float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
+ float4 staticSwitch46_g11759 = appendResult12_g11760;
+ #else
+ float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11759;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11801 = temp_output_361_0;
+ float4 break2_g11802 = temp_output_1_0_g11801;
+ float temp_output_44_0_g11801 = unity_OrthoParams.y;
+ float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
+ float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11801;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11804 = staticSwitch56;
+ float4 break2_g11806 = temp_output_1_0_g11804;
+ float temp_output_34_0_g11804 = shaderTime237;
+ float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
+ float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
+ float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
+ float4 staticSwitch57 = appendResult27_g11804;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11808 = staticSwitch57;
+ float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
+ float2 temp_output_41_0_g11808 = shaderPosition235;
+ float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
+ float temp_output_40_0_g11808 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
+ #else
+ float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
+ #endif
+ float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
+ float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
+ float4 break2_g11841 = temp_output_1_0_g11838;
+ float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
+ float4 staticSwitch26_g11808 = appendResult7_g11838;
+ #else
+ float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
+ float temp_output_59_0_g11831 = temp_output_40_0_g11808;
+ float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float4 break2_g11833 = temp_output_1_0_g11831;
+ float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
+ #else
+ float staticSwitch60_g11831 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
+ float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
+ float4 staticSwitch28_g11808 = appendResult8_g11831;
+ #else
+ float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
+ float4 break2_g11824 = temp_output_1_0_g11823;
+ float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
+ float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
+ float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
+ float temp_output_73_0_g11823 = temp_output_40_0_g11808;
+ float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
+ float4 staticSwitch29_g11808 = appendResult26_g11823;
+ #else
+ float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
+ float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
+ float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
+ float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
+ float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
+ float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
+ float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
+ float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
+ float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch32_g11808 = appendResult43_g11817;
+ #else
+ float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
+ float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
+ float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
+ float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
+ float4 break2_g11815 = temp_output_1_0_g11813;
+ float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
+ float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch34_g11808 = appendResult29_g11813;
+ #else
+ float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
+ float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
+ float4 break2_g11811 = temp_output_1_0_g11809;
+ float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
+ #else
+ float staticSwitch98_g11809 = _ShineFade;
+ #endif
+ float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
+ float4 staticSwitch36_g11808 = appendResult8_g11809;
+ #else
+ float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11844 = temp_output_40_0_g11808;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
+ float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
+ float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
+ float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
+ float4 staticSwitch39_g11808 = appendResult27_g11844;
+ #else
+ float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ #endif
+ float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
+ float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
+ float temp_output_1_0_g11848 = temp_output_40_0_g11808;
+ float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
+ float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
+ float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
+ float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
+ float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
+ #else
+ float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ #endif
+ float4 break2_g11850 = temp_output_10_0_g11848;
+ float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11848 = lerpResult44_g11848;
+ #else
+ float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
+ #endif
+ float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
+ float4 staticSwitch11_g11848 = appendResult19_g11848;
+ #else
+ float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
+ #endif
+ float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11853 = temp_output_1_0_g11853;
+ float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
+ #else
+ float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
+ float4 staticSwitch33_g11853 = appendResult6_g11853;
+ #else
+ float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
+ #endif
+ float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11860 = temp_output_5_0_g11860;
+ float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
+ float temp_output_27_0_g11860 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
+ #else
+ float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11861 = _TextureLayer1Columns;
+ int Height10_g11861 = _TextureLayer1Rows;
+ float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11861 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
+ #else
+ float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ #endif
+ float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
+ float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
+ float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
+ float4 break2_g11862 = temp_output_5_0_g11860;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
+ #else
+ float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ #endif
+ float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
+ float4 staticSwitch15_g11860 = appendResult14_g11860;
+ #else
+ float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
+ #endif
+ float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11856 = temp_output_5_0_g11856;
+ float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
+ float temp_output_27_0_g11856 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
+ #else
+ float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11857 = _TextureLayer2Columns;
+ int Height10_g11857 = _TextureLayer2Rows;
+ float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11857 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
+ #else
+ float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ #endif
+ float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
+ float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
+ float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
+ float4 break2_g11858 = temp_output_5_0_g11856;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
+ #else
+ float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ #endif
+ float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
+ float4 staticSwitch15_g11856 = appendResult14_g11856;
+ #else
+ float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11856;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11864 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11864;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11865 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
+ float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11865;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11866 = staticSwitch75;
+ float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11866 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
+ float4 staticSwitch3_g11866 = appendResult3_g11867;
+ #else
+ float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
+ float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
+ float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
+ float4 staticSwitch5_g11866 = appendResult3_g11875;
+ #else
+ float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
+ float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
+ float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
+ float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
+ float4 staticSwitch8_g11866 = appendResult3_g11877;
+ #else
+ float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
+ float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
+ float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
+ float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
+ float4 staticSwitch9_g11866 = appendResult3_g11873;
+ #else
+ float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
+ float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11869 = rotatedValue136_g11869;
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
+ float4 staticSwitch11_g11866 = appendResult3_g11869;
+ #else
+ float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11871 = rotatedValue136_g11871;
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
+ float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
+ float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
+ float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
+ float4 staticSwitch15_g11866 = appendResult3_g11871;
+ #else
+ float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
+ float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
+ float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
+ float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
+ float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
+ float4 staticSwitch13_g11866 = appendResult3_g11879;
+ #else
+ float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
+ #else
+ float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
+ #endif
+ float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
+ float4 break2_g11884 = temp_output_1_0_g11882;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11882 = staticSwitch16_g11882;
+ #endif
+ float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
+ float4 staticSwitch5_g11881 = appendResult6_g11882;
+ #else
+ float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
+ float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
+ float4 staticSwitch11_g11881 = appendResult13_g11885;
+ #else
+ float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
+ float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
+ #else
+ float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ #endif
+ float4 break2_g11888 = temp_output_1_0_g11886;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
+ #else
+ float3 staticSwitch22_g11886 = staticSwitch21_g11886;
+ #endif
+ float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
+ float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
+ float4 staticSwitch7_g11881 = appendResult9_g11886;
+ #else
+ float4 staticSwitch7_g11881 = staticSwitch11_g11881;
+ #endif
+ float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11891 = temp_output_2_0_g11889;
+ float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
+ float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11890 = appendResult2_g11890;
+ #else
+ float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 );
+ #endif
+ float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11891 = appendResult85_g11889;
+ float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
+ float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
+ float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
+ float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
+ float4 staticSwitch82_g11889 = appendResult18_g11891;
+ #else
+ float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ #endif
+ float4 break4_g11892 = staticSwitch82_g11889;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11750 = 1.0;
+ #else
+ float staticSwitch8_g11750 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11750 = 1.0;
+ #else
+ float staticSwitch9_g11750 = staticSwitch8_g11750;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11750;
+ float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11892;
+ float4 temp_output_1_0_g11893 = temp_output_344_0;
+ float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11893;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11900 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
+ float4 staticSwitch6_g11900 = appendResult2_g11900;
+ #else
+ float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11900;
+
+ float2 temp_output_11_0_g11901 = finalUV146;
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 );
+ float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic );
+ #else
+ float staticSwitch23_g11901 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r );
+ #else
+ float staticSwitch22_g11901 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
+ float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
+ float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
+ #else
+ float3 staticSwitch13_g11901 = float3( 0, 0, 0 );
+ #endif
+
+
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity );
+
+ half3 Specular = half3( 0, 0, 0 );
+ half Metallic = staticSwitch23_g11901;
+ half Smoothness = staticSwitch22_g11901;
+ half Occlusion = 1;
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ o.Specular = Specular.x;
+ o.Gloss = Smoothness;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ o.Specular = Specular;
+ #else
+ o.Metallic = Metallic;
+ #endif
+ o.Occlusion = Occlusion;
+ o.Smoothness = Smoothness;
+ #endif
+
+ o.Emission = staticSwitch13_g11901;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = 0.0;
+ half3 Transmission = 1;
+ half3 Translucency = 1;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_CHANGES_WORLD_POS )
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS )
+ LightAtten = temp;
+ #else
+ LightAtten = 1;
+ #endif
+ }
+ #endif
+
+ #if ( ASE_FRAGMENT_NORMAL == 0 )
+ o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
+ #elif ( ASE_FRAGMENT_NORMAL == 1 )
+ o.Normal = UnityObjectToWorldNormal( o.Normal );
+ #elif ( ASE_FRAGMENT_NORMAL == 2 )
+ // @diogo: already in world-space; do nothing
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifndef USING_DIRECTIONAL_LIGHT
+ half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
+ #else
+ half3 lightDir = _WorldSpaceLightPos0.xyz;
+ #endif
+
+ UnityGI gi;
+ UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
+ gi.indirect.diffuse = 0;
+ gi.indirect.specular = 0;
+ gi.light.color = _LightColor0.rgb;
+ gi.light.dir = lightDir;
+ gi.light.color *= atten;
+
+ half4 c = 0;
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ c += LightingBlinnPhong (o, ViewDirWS, gi);
+ #else
+ c += LightingLambert( o, gi );
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ c += LightingStandardSpecular(o, ViewDirWS, gi);
+ #else
+ c += LightingStandard(o, ViewDirWS, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_TRANSMISSION
+ {
+ half shadow = _TransmissionShadow;
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
+ c.rgb += o.Albedo * transmission;
+ }
+ #endif
+
+ #ifdef ASE_TRANSLUCENCY
+ {
+ half shadow = _TransShadow;
+ half normal = _TransNormal;
+ half scattering = _TransScattering;
+ half direct = _TransDirect;
+ half ambient = _TransAmbient;
+ half strength = _TransStrength;
+
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 lightDir = gi.light.dir + o.Normal * normal;
+ half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering );
+ half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
+ c.rgb += o.Albedo * translucency * strength;
+ }
+ #endif
+
+ #if defined( ASE_FOG )
+ UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN );
+ UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
+ #endif
+ return c;
+ }
ENDCG
}
@@ -6935,3086 +7089,3162 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
AlphaToMask Off
CGPROGRAM
- #define _ALPHABLEND_ON 1
- #define UNITY_STANDARD_USE_DITHER_MASK 1
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.5
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #pragma multi_compile_prepassfinal
- #ifndef UNITY_PASS_DEFERRED
- #define UNITY_PASS_DEFERRED
- #endif
- #include "HLSLSupport.cginc"
- #if !defined( UNITY_INSTANCED_LOD_FADE )
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #if !defined( UNITY_INSTANCED_SH )
- #define UNITY_INSTANCED_SH
- #endif
- #if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ #pragma multi_compile_prepassfinal
+ #ifndef UNITY_PASS_DEFERRED
+ #define UNITY_PASS_DEFERRED
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
- #include "UnityStandardUtils.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
+ #include "UnityStandardUtils.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
- struct v2f {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION(pos);
- #else
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
float4 pos : SV_POSITION;
- #endif
- float4 lmap : TEXCOORD2;
- #ifndef LIGHTMAP_ON
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- half3 sh : TEXCOORD3;
- #endif
- #else
- #ifdef DIRLIGHTMAP_OFF
- float4 lmapFadePos : TEXCOORD4;
- #endif
- #endif
- float4 tSpace0 : TEXCOORD5;
- float4 tSpace1 : TEXCOORD6;
- float4 tSpace2 : TEXCOORD7;
- float4 ase_texcoord8 : TEXCOORD8;
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
+ float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ half4 ambientOrLightmapUV : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
- #ifdef LIGHTMAP_ON
- float4 unity_LightmapFade;
- #endif
- fixed4 unity_Ambient;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- #endif
- uniform float _ShadowFade;
- #ifdef _ENABLESHADOW_ON
- uniform float2 _ShadowOffset;
- #endif
- uniform sampler2D _NormalMap;
- uniform float _NormalIntensity;
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _Metallic;
- #ifdef _METALLICMAPTOGGLE_ON
- uniform sampler2D _MetallicMap;
- #endif
- uniform float _Smoothness;
+ #ifdef LIGHTMAP_ON
+ float4 unity_LightmapFade;
+ #endif
+ half4 unity_Ambient;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
-
- float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
- {
- original -= center;
- float C = cos( angle );
- float S = sin( angle );
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
- return mul( finalMatrix, original ) + center;
- }
-
- float MyCustomExpression16_g11712( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11710( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11668( float x )
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x/2.0)-0.5);
-
- float k = 0.5+0.5*sin(i);
- return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
- }
-
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
-
- float MyCustomExpression16_g11670( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11673( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11680( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11715( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0,1.0) / size;
- uvs -= pixel * float2(0.5,0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11752( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11754( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11758( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
- float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
- float d = q.x - min( q.w, q.y );
- float e = 1.0e-10;
- return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB( float3 c )
- {
- float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
- }
-
- float MyCustomExpression16_g11786( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11770( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11797( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11805( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11840( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11825( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11827( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11820( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11818( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11814( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11851( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11868( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11876( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11878( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11874( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11870( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11872( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction (appdata v ) {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_TRANSFER_INSTANCE_ID(v,o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
- float4 screenPos = ComputeScreenPos( ase_positionCS );
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11895 = fixedUV475;
- float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
- #else
- float2 staticSwitch198 = _ZeroVector;
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
#endif
- float2 temp_output_2_0_g11896 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
+ uniform float _TimeValue;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
+ uniform float UnscaledTime;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
+ uniform float _TimeSpeed;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
+ uniform float _TimeFPS;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
#endif
- float shaderTime237 = staticSwitch42_g11665;
- float temp_output_8_0_g11896 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
- #else
- float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11897 = temp_output_8_0_g11896;
- float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
- float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
- #else
- float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
- #else
- float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11896;
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
#endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord9 = screenPos;
-
- o.ase_texcoord8.xy = v.ase_texcoord.xy;
- o.ase_texcoord10 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord8.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3( staticSwitch142 , 0.0 );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
- fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
- o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- #ifdef DYNAMICLIGHTMAP_ON
- o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #else
- o.lmap.zw = 0;
- #endif
- #ifdef LIGHTMAP_ON
- o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #ifdef DIRLIGHTMAP_OFF
- o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
- o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
- #endif
- #else
- o.lmap.xy = 0;
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- o.sh = 0;
- o.sh = ShadeSHPerVertex (worldNormal, o.sh);
- #endif
- #endif
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert ( appdata v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction (InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- v2f vert ( appdata v )
- {
- return VertexFunction( v );
- }
- #endif
-
- void frag (v2f IN
- , out half4 outGBuffer0 : SV_Target0
- , out half4 outGBuffer1 : SV_Target1
- , out half4 outGBuffer2 : SV_Target2
- , out half4 outEmission : SV_Target3
- #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
- , out half4 outShadowMask : SV_Target4
- #endif
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
- float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
- float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
- float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
- float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
- float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
- half atten = 1;
-
- float2 texCoord363 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = IN.ase_texcoord9;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11667 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11668 = _WindMinIntensity;
- #else
- float staticSwitch117_g11668 = WindMinIntensity;
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
#endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
#endif
#ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11668 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11668 = WindMaxIntensity;
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
#endif
- #endif
- float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11668 = _WindXPosition;
- #else
- float staticSwitch111_g11668 = transform62_g11668.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11668 = _WindNoiseScale;
- #else
- float staticSwitch113_g11668 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
- #else
- float staticSwitch125_g11668 = WindTime;
- #endif
- float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
- float x101_g11668 = temp_output_50_0_g11668;
- float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
- float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
- float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
- simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11668 = simplePerlin2D121_g11668;
- #else
- float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
- #endif
- float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
- float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
- float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
- float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
- float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
- float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
- float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
- float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
- #else
- float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
- #endif
- float2 texCoord435 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (IN.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (worldPos).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
#ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11669 = shaderPosition235;
- float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
- float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
- float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
- float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
- #else
- float2 staticSwitch83 = staticSwitch4_g11667;
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11672 = shaderPosition235;
- float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
- float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
- float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11672 = rotatedValue136_g11672;
- float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
- float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
- float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
- #else
- float2 staticSwitch82 = staticSwitch83;
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11677 = unity_OrthoParams.y;
- float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11677 );
- float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
- float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
- float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
- #else
- float2 staticSwitch59 = staticSwitch82;
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
#endif
#ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11675 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11675;
- float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
- float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
- #else
- float2 staticSwitch62 = staticSwitch59;
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
#endif
- float2 temp_output_1_0_g11716 = staticSwitch62;
- float2 temp_output_26_0_g11716 = shaderPosition235;
- float temp_output_25_0_g11716 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
- float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
- float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
- #else
- float staticSwitch29_g11723 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) );
- #else
- float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
- float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
- #else
- float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
- #else
- float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
- float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
- #else
- float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
- #else
- float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ uniform float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11716 = clampResult46_g11718;
- #else
- float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
- #else
- float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
#endif
- float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
- #else
- float staticSwitch18_g11727 = temp_output_7_0_g11727;
- #endif
- float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
- float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
- #else
- float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11727;
- float2 texCoord131 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11728 = staticSwitch485;
- float2 break11_g11728 = float2( 0,0 );
- float2 break10_g11728 = float2( 1,1 );
- float2 break9_g11728 = spriteRectMin376;
- float2 break8_g11728 = spriteRectMax377;
- float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y))));
- float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11730 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11731 = _MainTex;
- float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
- float2 uvs3_g11731 = temp_output_1_0_g11730;
- float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
- float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
- #else
- float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
- float temp_output_2_0_g11742 = temp_output_10_0_g11732;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
- float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
- float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11733 = temp_output_10_0_g11732;
- float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
- float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
- float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
- float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
- float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
- float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
- float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
- float temp_output_2_0_g11739 = temp_output_10_0_g11732;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
- float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float temp_output_2_0_g11736 = temp_output_10_0_g11732;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
- float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
- #else
- float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
#endif
#ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
- float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
- float temp_output_2_0_g11746 = _SharpenOffset;
- float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
- float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
- float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
- float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
- float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
- float4 staticSwitch12_g11730 = appendResult24_g11745;
- #else
- float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
#endif
- float4 temp_output_471_0 = staticSwitch12_g11730;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11749 = temp_output_471_0;
- float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
- float4 staticSwitch354 = appendResult8_g11749;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11750 = originalColor191;
- float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float2 temp_output_7_0_g11750 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
- float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
- float4 staticSwitch2_g11750 = appendResult31_g11751;
- #else
- float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
- float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
- float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
- float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
- float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11750 = appendResult13_g11753;
- #else
- float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
#endif
- float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
- float2 appendResult4_g11756 = (float2(worldPos.x , worldPos.y));
- float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
- float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
- float4 staticSwitch2_g11755 = appendResult42_g11756;
- #else
- float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11757 = finalUV146;
- float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
- float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
- float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
- float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
- float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
- #else
- float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
#endif
- float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
- float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
- float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
- float2 temp_output_1_0_g11759 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch81_g11791 = appendResult91_g11791;
- #endif
- float3 break82_g11791 = (staticSwitch81_g11791).xyz;
- float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
- float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
- float4 break2_g11792 = temp_output_1_0_g11791;
- float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
- float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
- float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch43_g11759 = appendResult30_g11791;
- #else
- float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
- #endif
- float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
- float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.8333333 )
- ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.6666667 )
- ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11789 = ifLocalVar46_g11789;
- float4 ifLocalVar47_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.3333333 )
- ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.1666667 )
- ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11789 = ifLocalVar47_g11789;
- float4 ifLocalVar35_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.5 )
- ifLocalVar35_g11789 = ifLocalVar44_g11789;
- else
- ifLocalVar35_g11789 = ifLocalVar45_g11789;
- float4 break55_g11789 = ifLocalVar35_g11789;
- float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
- float4 break2_g11790 = temp_output_1_0_g11789;
- float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
- float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
- float4 staticSwitch9_g11759 = appendResult30_g11789;
- #else
- float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
- float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
- float3 In115_g11763 = temp_output_2_0_g11763;
- float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11764 = temp_output_1_0_g11763;
- float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11763 = _ColorReplaceSmoothness;
- float Range115_g11763 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
- float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
- float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
- float4 staticSwitch29_g11759 = appendResult4_g11763;
- #else
- float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
#endif
- float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
- float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
- float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
- float4 staticSwitch4_g11776 = appendResult8_g11776;
- #else
- float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ uniform float _NegativeFade;
#endif
- float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
- float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
- float4 staticSwitch32_g11759 = appendResult4_g11799;
- #else
- float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ uniform float _Contrast;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
- float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
- float4 staticSwitch33_g11759 = appendResult6_g11774;
- #else
- float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ uniform float _Brightness;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
- float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
- float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
- float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
- float4 staticSwitch36_g11759 = appendResult8_g11775;
- #else
- float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ uniform float _Hue;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
- float4 break2_g11794 = temp_output_1_0_g11793;
- float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
- float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
- float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
- float4 staticSwitch30_g11759 = appendResult18_g11793;
- #else
- float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
- float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
- float4 break12_g11771 = temp_output_1_0_g11771;
- float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
- float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
- float4 staticSwitch20_g11759 = appendResult11_g11771;
- #else
- float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
- float4 break2_g11787 = temp_output_1_0_g11785;
- float2 temp_output_65_0_g11785 = shaderPosition235;
- float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
- float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
- float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
- float4 staticSwitch17_g11759 = appendResult9_g11785;
- #else
- float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
#endif
- float temp_output_39_0_g11759 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
- float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
- float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
- float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch19_g11759 = appendResult6_g11777;
- #else
- float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ uniform float _ShiftHueSpeed;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
- float4 break2_g11783 = temp_output_1_0_g11781;
- float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
- #else
- float staticSwitch33_g11781 = _AddHueFade;
- #endif
- float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
- float4 staticSwitch23_g11759 = appendResult6_g11781;
- #else
- float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
- float4 break2_g11779 = temp_output_1_0_g11778;
- float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
- #else
- float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
- #endif
- float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
- float4 staticSwitch28_g11759 = appendResult21_g11778;
- #else
- float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
- float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
- float4 staticSwitch38_g11759 = appendResult8_g11766;
- #else
- float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ uniform float _Saturation;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
- float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
- float temp_output_179_0_g11768 = temp_output_39_0_g11759;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
- #else
- float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
- #endif
- float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
- #else
- float2 staticSwitch169_g11768 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
- float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 );
- float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
- float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
- #else
- float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
- #endif
- float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
- float4 staticSwitch12_g11759 = appendResult177_g11768;
- #else
- float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
- float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
- float temp_output_186_0_g11796 = temp_output_39_0_g11759;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
- #else
- float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
- #endif
- float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11796 = 1.0;
- #else
- float staticSwitch203_g11796 = temp_output_182_0_g11796;
- #endif
- float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
- float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
- float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
- #else
- float2 staticSwitch157_g11796 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
- float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 );
- float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
- #else
- float staticSwitch200_g11796 = lerpResult168_g11796;
- #endif
- float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
- float4 staticSwitch13_g11759 = appendResult174_g11796;
- #else
- float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
- float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
- #else
- float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
- #endif
- float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11773 = 1.0;
- #else
- float staticSwitch203_g11773 = temp_output_182_0_g11773;
- #endif
- float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
- float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
- float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
- float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
- #else
- float staticSwitch200_g11773 = lerpResult168_g11773;
- #endif
- float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
- float4 staticSwitch48_g11759 = appendResult174_g11773;
- #else
- float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
- float4 break2_g11761 = temp_output_5_0_g11760;
- float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
- float4 staticSwitch46_g11759 = appendResult12_g11760;
- #else
- float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11759;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11801 = temp_output_361_0;
- float4 break2_g11802 = temp_output_1_0_g11801;
- float temp_output_44_0_g11801 = unity_OrthoParams.y;
- float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
- float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11801;
- #else
- float4 staticSwitch56 = temp_output_361_0;
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11804 = staticSwitch56;
- float4 break2_g11806 = temp_output_1_0_g11804;
- float temp_output_34_0_g11804 = shaderTime237;
- float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
- float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
- float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
- float4 staticSwitch57 = appendResult27_g11804;
- #else
- float4 staticSwitch57 = staticSwitch56;
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
#endif
- float4 temp_output_3_0_g11808 = staticSwitch57;
- float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
- float2 temp_output_41_0_g11808 = shaderPosition235;
- float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
- float temp_output_40_0_g11808 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
- #else
- float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
- #endif
- float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
- float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
- float4 break2_g11841 = temp_output_1_0_g11838;
- float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
- float4 staticSwitch26_g11808 = appendResult7_g11838;
- #else
- float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
- float temp_output_59_0_g11831 = temp_output_40_0_g11808;
- float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float4 break2_g11833 = temp_output_1_0_g11831;
- float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
- float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
- #else
- float staticSwitch60_g11831 = _MetalFade;
- #endif
- float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
- float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
- float4 staticSwitch28_g11808 = appendResult8_g11831;
- #else
- float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
- float4 break2_g11824 = temp_output_1_0_g11823;
- float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
- float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
- float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
- float temp_output_73_0_g11823 = temp_output_40_0_g11808;
- float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
- float4 staticSwitch29_g11808 = appendResult26_g11823;
- #else
- float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
- float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
- float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
- float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
- float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
- float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
- float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
- float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
- float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
- float4 staticSwitch32_g11808 = appendResult43_g11817;
- #else
- float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
- float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
- float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
- float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
- float4 break2_g11815 = temp_output_1_0_g11813;
- float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
- float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
- float4 staticSwitch34_g11808 = appendResult29_g11813;
- #else
- float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
- float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
- float4 break2_g11811 = temp_output_1_0_g11809;
- float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
- float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
- float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
- #else
- float staticSwitch98_g11809 = _ShineFade;
- #endif
- float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
- float4 staticSwitch36_g11808 = appendResult8_g11809;
- #else
- float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11844 = temp_output_40_0_g11808;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
- float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
- float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
- float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
- float4 staticSwitch39_g11808 = appendResult27_g11844;
- #else
- float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
#endif
- float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
- float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
- float temp_output_1_0_g11848 = temp_output_40_0_g11808;
- float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
- float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
- float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
- float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
- float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
- float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
- float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
- #else
- float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
#endif
- float4 break2_g11850 = temp_output_10_0_g11848;
- float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11848 = lerpResult44_g11848;
- #else
- float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
- #endif
- float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
- float4 staticSwitch11_g11848 = appendResult19_g11848;
- #else
- float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
- #endif
- float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11853 = temp_output_1_0_g11853;
- float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
- float4 break2_g11854 = temp_output_1_0_g11853;
- float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
- float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
- #else
- float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
#endif
- float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
- float4 staticSwitch33_g11853 = appendResult6_g11853;
- #else
- float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
- #endif
- float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11860 = temp_output_5_0_g11860;
- float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
- float temp_output_27_0_g11860 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
- #else
- float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
#endif
- float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11861 = _TextureLayer1Columns;
- int Height10_g11861 = _TextureLayer1Rows;
- float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11861 = float2( 0,1 );
- float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
- #else
- float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
#endif
- float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
- float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
- float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
- float4 break2_g11862 = temp_output_5_0_g11860;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
- #else
- float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
#endif
- float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
- float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
- float4 staticSwitch15_g11860 = appendResult14_g11860;
- #else
- float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
- #endif
- float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11856 = temp_output_5_0_g11856;
- float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
- float temp_output_27_0_g11856 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
- #else
- float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
#endif
- float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11857 = _TextureLayer2Columns;
- int Height10_g11857 = _TextureLayer2Rows;
- float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11857 = float2( 0,1 );
- float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
- #else
- float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
#endif
- float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
- float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
- float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
- float4 break2_g11858 = temp_output_5_0_g11856;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
- #else
- float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
#endif
- float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
- float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
- float4 staticSwitch15_g11856 = appendResult14_g11856;
- #else
- float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11856;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11864 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11864;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11865 = staticSwitch77;
- float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
- float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11865;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11866 = staticSwitch75;
- float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
-#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
- #endif
- float2 temp_output_18_0_g11866 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
- float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
- float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
- float4 staticSwitch3_g11866 = appendResult3_g11867;
- #else
- float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
- float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
- float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
- float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
- float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
- float4 staticSwitch5_g11866 = appendResult3_g11875;
- #else
- float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
- float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
- float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
- float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
- float4 staticSwitch8_g11866 = appendResult3_g11877;
- #else
- float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
- float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
- float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
- float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
- float4 staticSwitch9_g11866 = appendResult3_g11873;
- #else
- float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
- float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11869 = rotatedValue136_g11869;
- float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
- float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
- float4 staticSwitch11_g11866 = appendResult3_g11869;
- #else
- float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11871 = rotatedValue136_g11871;
- float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
- float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
- float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
- float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
- float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
- float4 staticSwitch15_g11866 = appendResult3_g11871;
- #else
- float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
- float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
- float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
- float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
- float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
- float4 staticSwitch13_g11866 = appendResult3_g11879;
- #else
- float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
- #else
- float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
- #endif
- float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
- float4 break2_g11884 = temp_output_1_0_g11882;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
- #else
- float3 staticSwitch17_g11882 = staticSwitch16_g11882;
- #endif
- float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
- float4 staticSwitch5_g11881 = appendResult6_g11882;
- #else
- float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
- float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
- float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
- float4 staticSwitch11_g11881 = appendResult13_g11885;
- #else
- float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
- float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
- #else
- float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
#endif
- float4 break2_g11888 = temp_output_1_0_g11886;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
- #else
- float3 staticSwitch22_g11886 = staticSwitch21_g11886;
- #endif
- float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
- float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
- float4 staticSwitch7_g11881 = appendResult9_g11886;
- #else
- float4 staticSwitch7_g11881 = staticSwitch11_g11881;
- #endif
- float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11891 = temp_output_2_0_g11889;
- float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
- float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11891 = appendResult85_g11889;
- float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
- float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
- float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
- float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
- float4 staticSwitch82_g11889 = appendResult18_g11891;
- #else
- float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
#endif
- float4 break4_g11892 = staticSwitch82_g11889;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11750 = 1.0;
- #else
- float staticSwitch8_g11750 = IN.ase_color.a;
+ uniform sampler2D _NormalMap;
+ uniform float _NormalIntensity;
+ uniform float _Metallic;
+ #ifdef _METALLICMAPTOGGLE_ON
+ uniform sampler2D _MetallicMap;
#endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11750 = 1.0;
- #else
- float staticSwitch9_g11750 = staticSwitch8_g11750;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11750;
- float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11892;
- float4 temp_output_1_0_g11893 = temp_output_344_0;
- float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11893;
- #endif
- float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11900 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
- float4 staticSwitch6_g11900 = appendResult2_g11900;
- #else
- float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11900;
-
- float2 temp_output_11_0_g11901 = finalUV146;
-
+ uniform float _Smoothness;
#ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
- float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
- float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
- #else
- float3 staticSwitch13_g11901 = float3(0,0,0);
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
#endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 );
- float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic );
- #else
- float staticSwitch23_g11901 = _Metallic;
- #endif
+ float MyCustomExpression16_g11712( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r );
- #else
- float staticSwitch22_g11901 = _Smoothness;
- #endif
+ float MyCustomExpression16_g11710( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity );
- o.Emission = staticSwitch13_g11901;
- #if defined(_SPECULAR_SETUP)
- o.Specular = fixed3( 0, 0, 0 );
+ float FastNoise101_g11668( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11670( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11680( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11715( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11752( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11754( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11758( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11786( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11797( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11805( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11843( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11840( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11825( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11827( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11820( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11818( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11814( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11851( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11878( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11874( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction (appdata v ) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11895 = fixedUV475;
+ float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11896 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ float temp_output_8_0_g11896 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
+ #else
+ float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11897 = temp_output_8_0_g11896;
+ float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
+ float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
+ #else
+ float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11896;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord4.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord5 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord4.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+ half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ o.tangentWS = half4( tangentWS, v.tangent.w );
+
+ o.ambientOrLightmapUV = 0;
+ #ifdef LIGHTMAP_ON
+ o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #elif UNITY_SHOULD_SAMPLE_SH
+ #ifdef VERTEXLIGHT_ON
+ o.ambientOrLightmapUV.rgb += Shade4PointLights(
+ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
+ unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
+ unity_4LightAtten0, positionWS, normalWS );
+ #endif
+ o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb );
+ #endif
+ #ifdef DYNAMICLIGHTMAP_ON
+ o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ o.tangentWS.zw = v.texcoord.xy;
+ o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
#else
- o.Metallic = staticSwitch23_g11901;
- #endif
- o.Smoothness = staticSwitch22_g11901;
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = 0.0;
- float3 BakedGI = 0;
-
- #ifdef _ALPHATEST_ON
- clip( o.Alpha - AlphaClipThreshold );
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
#endif
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
+ void frag (v2f IN
+ , out half4 outGBuffer0 : SV_Target0
+ , out half4 outGBuffer1 : SV_Target1
+ , out half4 outGBuffer2 : SV_Target2
+ , out half4 outEmission : SV_Target3
+ #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ , out half4 outShadowMask : SV_Target4
+ #endif
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
- #ifndef USING_DIRECTIONAL_LIGHT
- fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- #else
- fixed3 lightDir = _WorldSpaceLightPos0.xyz;
- #endif
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
- float3 worldN;
- worldN.x = dot(IN.tSpace0.xyz, o.Normal);
- worldN.y = dot(IN.tSpace1.xyz, o.Normal);
- worldN.z = dot(IN.tSpace2.xyz, o.Normal);
- worldN = normalize(worldN);
- o.Normal = worldN;
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- gi.light.color = 0;
- gi.light.dir = half3(0,1,0);
+ float3 PositionWS = IN.worldPos.xyz;
+ half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
+ float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = IN.normalWS;
+ half3 TangentWS = IN.tangentWS.xyz;
+ half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
- UnityGIInput giInput;
- UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
- giInput.light = gi.light;
- giInput.worldPos = worldPos;
- giInput.worldViewDir = worldViewDir;
- giInput.atten = atten;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- giInput.lightmapUV = IN.lmap;
- #else
- giInput.lightmapUV = 0.0;
- #endif
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- giInput.ambient = IN.sh;
- #else
- giInput.ambient.rgb = 0.0;
- #endif
- giInput.probeHDR[0] = unity_SpecCube0_HDR;
- giInput.probeHDR[1] = unity_SpecCube1_HDR;
- #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
- giInput.boxMin[0] = unity_SpecCube0_BoxMin;
- #endif
- #ifdef UNITY_SPECCUBE_BOX_PROJECTION
- giInput.boxMax[0] = unity_SpecCube0_BoxMax;
- giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
- giInput.boxMax[1] = unity_SpecCube1_BoxMax;
- giInput.boxMin[1] = unity_SpecCube1_BoxMin;
- giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
- #if defined(_SPECULAR_SETUP)
- LightingStandardSpecular_GI( o, giInput, gi );
- #else
- LightingStandard_GI( o, giInput, gi );
+ float2 texCoord363 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11667 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11668 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11668 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11668 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11668 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11668 = _WindXPosition;
+ #else
+ float staticSwitch111_g11668 = transform62_g11668.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11668 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11668 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11668 = WindTime;
+ #endif
+ float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
+ float x101_g11668 = temp_output_50_0_g11668;
+ float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
+ float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
+ float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11668 = simplePerlin2D121_g11668;
+ #else
+ float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
+ #endif
+ float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
+ float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
+ float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
+ float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
+ float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
+ float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
+ #else
+ float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
#endif
-
- #ifdef ASE_BAKEDGI
- gi.indirect.diffuse = BakedGI;
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11669 = shaderPosition235;
+ float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11667;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11672 = shaderPosition235;
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11672 = rotatedValue136_g11672;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11677 = unity_OrthoParams.y;
+ float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11677 );
+ float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
+ float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11678 = appendResult2_g11678;
+ #else
+ float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11675 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11675;
+ float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11716 = staticSwitch62;
+ float2 temp_output_26_0_g11716 = shaderPosition235;
+ float temp_output_25_0_g11716 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
+ float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11725 = appendResult2_g11725;
+ #else
+ float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
+ #else
+ float staticSwitch29_g11723 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) );
+ #else
+ float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
+ float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
+ #else
+ float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
+ #else
+ float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
+ #else
+ float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11716 = clampResult46_g11718;
+ #else
+ float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ #endif
+ float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
+ #else
+ float staticSwitch18_g11727 = temp_output_7_0_g11727;
+ #endif
+ float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
+ float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
+ #else
+ float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11727;
+ float2 texCoord131 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11728 = staticSwitch485;
+ float2 break11_g11728 = float2( 0,0 );
+ float2 break10_g11728 = float2( 1,1 );
+ float2 break9_g11728 = spriteRectMin376;
+ float2 break8_g11728 = spriteRectMax377;
+ float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11730 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11731 = _MainTex;
+ float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
+ float2 uvs3_g11731 = temp_output_1_0_g11730;
+ float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
+ float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
+ #else
+ float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11742 = temp_output_10_0_g11732;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11733 = temp_output_10_0_g11732;
+ float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
+ float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
+ float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
+ float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
+ float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
+ float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11732;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11732;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
+ float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
+ float temp_output_2_0_g11746 = _SharpenOffset;
+ float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
+ float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
+ float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
+ float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
+ float4 staticSwitch12_g11730 = appendResult24_g11745;
+ #else
+ float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11730;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11749 = temp_output_471_0;
+ float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
+ float4 staticSwitch354 = appendResult8_g11749;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11750 = originalColor191;
+ float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float2 temp_output_7_0_g11750 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
+ float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
+ float4 staticSwitch2_g11750 = appendResult31_g11751;
+ #else
+ float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
+ float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
+ float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
+ float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
+ float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11750 = appendResult13_g11753;
+ #else
+ float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ #endif
+ float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
+ float2 appendResult4_g11756 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
+ float4 staticSwitch2_g11755 = appendResult42_g11756;
+ #else
+ float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11757 = finalUV146;
+ float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
+ float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
+ float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
+ float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
+ #else
+ float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ #endif
+ float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
+ float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
+ float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
+ float2 temp_output_1_0_g11759 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch81_g11791 = appendResult91_g11791;
+ #endif
+ float3 break82_g11791 = (staticSwitch81_g11791).xyz;
+ float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
+ float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
+ float4 break2_g11792 = temp_output_1_0_g11791;
+ float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
+ float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
+ float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch43_g11759 = appendResult30_g11791;
+ #else
+ float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
+ #endif
+ float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
+ float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.8333333 )
+ ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.6666667 )
+ ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11789 = ifLocalVar46_g11789;
+ float4 ifLocalVar47_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.3333333 )
+ ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.1666667 )
+ ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11789 = ifLocalVar47_g11789;
+ float4 ifLocalVar35_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.5 )
+ ifLocalVar35_g11789 = ifLocalVar44_g11789;
+ else
+ ifLocalVar35_g11789 = ifLocalVar45_g11789;
+ float4 break55_g11789 = ifLocalVar35_g11789;
+ float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
+ float4 break2_g11790 = temp_output_1_0_g11789;
+ float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
+ float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
+ float4 staticSwitch9_g11759 = appendResult30_g11789;
+ #else
+ float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
+ float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
+ float3 In115_g11763 = temp_output_2_0_g11763;
+ float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11764 = temp_output_1_0_g11763;
+ float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11763 = _ColorReplaceSmoothness;
+ float Range115_g11763 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
+ float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
+ float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
+ float4 staticSwitch29_g11759 = appendResult4_g11763;
+ #else
+ float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ #endif
+ float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
+ float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
+ float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
+ float4 staticSwitch4_g11776 = appendResult8_g11776;
+ #else
+ float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ #endif
+ float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
+ float4 staticSwitch32_g11759 = appendResult4_g11799;
+ #else
+ float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
+ float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
+ float4 staticSwitch33_g11759 = appendResult6_g11774;
+ #else
+ float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
+ float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
+ float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
+ float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
+ float4 staticSwitch36_g11759 = appendResult8_g11775;
+ #else
+ float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
+ float4 break2_g11794 = temp_output_1_0_g11793;
+ float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
+ float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
+ float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
+ float4 staticSwitch30_g11759 = appendResult18_g11793;
+ #else
+ float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
+ float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
+ float4 break12_g11771 = temp_output_1_0_g11771;
+ float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
+ float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
+ float4 staticSwitch20_g11759 = appendResult11_g11771;
+ #else
+ float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
+ float4 break2_g11787 = temp_output_1_0_g11785;
+ float2 temp_output_65_0_g11785 = shaderPosition235;
+ float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
+ float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
+ float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
+ float4 staticSwitch17_g11759 = appendResult9_g11785;
+ #else
+ float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ #endif
+ float temp_output_39_0_g11759 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
+ float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
+ float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
+ float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch19_g11759 = appendResult6_g11777;
+ #else
+ float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
+ float4 break2_g11783 = temp_output_1_0_g11781;
+ float2 uv_AddHueMask = IN.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
+ #else
+ float staticSwitch33_g11781 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
+ float4 staticSwitch23_g11759 = appendResult6_g11781;
+ #else
+ float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
+ float4 break2_g11779 = temp_output_1_0_g11778;
+ float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
+ #else
+ float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
+ #endif
+ float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
+ float4 staticSwitch28_g11759 = appendResult21_g11778;
+ #else
+ float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
+ float4 break2_g11767 = temp_output_1_0_g11766;
+ float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
+ float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
+ float4 staticSwitch38_g11759 = appendResult8_g11766;
+ #else
+ float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
+ float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
+ float temp_output_179_0_g11768 = temp_output_39_0_g11759;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
+ #else
+ float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
+ #endif
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11768 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
+ float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11769 = appendResult2_g11769;
+ #else
+ float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 );
+ #endif
+ float2 temp_output_25_0_g11768 = staticSwitch9_g11769;
+ float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
+ float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
+ #else
+ float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
+ #endif
+ float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
+ float4 staticSwitch12_g11759 = appendResult177_g11768;
+ #else
+ float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
+ float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
+ float temp_output_186_0_g11796 = temp_output_39_0_g11759;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
+ #else
+ float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
+ #endif
+ float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11796 = 1.0;
+ #else
+ float staticSwitch203_g11796 = temp_output_182_0_g11796;
+ #endif
+ float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11796 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11796 = staticSwitch9_g11798;
+ float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
+ #else
+ float staticSwitch200_g11796 = lerpResult168_g11796;
+ #endif
+ float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
+ float4 staticSwitch13_g11759 = appendResult174_g11796;
+ #else
+ float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
+ float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
+ #else
+ float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
+ #endif
+ float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11773 = 1.0;
+ #else
+ float staticSwitch203_g11773 = temp_output_182_0_g11773;
+ #endif
+ float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
+ float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
+ #else
+ float staticSwitch200_g11773 = lerpResult168_g11773;
+ #endif
+ float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
+ float4 staticSwitch48_g11759 = appendResult174_g11773;
+ #else
+ float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
+ float4 break2_g11761 = temp_output_5_0_g11760;
+ float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
+ float4 staticSwitch46_g11759 = appendResult12_g11760;
+ #else
+ float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11759;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11801 = temp_output_361_0;
+ float4 break2_g11802 = temp_output_1_0_g11801;
+ float temp_output_44_0_g11801 = unity_OrthoParams.y;
+ float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
+ float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11801;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11804 = staticSwitch56;
+ float4 break2_g11806 = temp_output_1_0_g11804;
+ float temp_output_34_0_g11804 = shaderTime237;
+ float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
+ float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
+ float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
+ float4 staticSwitch57 = appendResult27_g11804;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11808 = staticSwitch57;
+ float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
+ float2 temp_output_41_0_g11808 = shaderPosition235;
+ float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
+ float temp_output_40_0_g11808 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
+ #else
+ float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
+ #endif
+ float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
+ float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
+ float4 break2_g11841 = temp_output_1_0_g11838;
+ float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
+ float4 staticSwitch26_g11808 = appendResult7_g11838;
+ #else
+ float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
+ float temp_output_59_0_g11831 = temp_output_40_0_g11808;
+ float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float4 break2_g11833 = temp_output_1_0_g11831;
+ float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
+ #else
+ float staticSwitch60_g11831 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
+ float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
+ float4 staticSwitch28_g11808 = appendResult8_g11831;
+ #else
+ float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
+ float4 break2_g11824 = temp_output_1_0_g11823;
+ float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
+ float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
+ float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
+ float temp_output_73_0_g11823 = temp_output_40_0_g11808;
+ float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
+ float4 staticSwitch29_g11808 = appendResult26_g11823;
+ #else
+ float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
+ float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
+ float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
+ float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
+ float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
+ float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
+ float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
+ float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
+ float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch32_g11808 = appendResult43_g11817;
+ #else
+ float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
+ float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
+ float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
+ float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
+ float4 break2_g11815 = temp_output_1_0_g11813;
+ float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
+ float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch34_g11808 = appendResult29_g11813;
+ #else
+ float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
+ float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
+ float4 break2_g11811 = temp_output_1_0_g11809;
+ float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
+ #else
+ float staticSwitch98_g11809 = _ShineFade;
+ #endif
+ float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
+ float4 staticSwitch36_g11808 = appendResult8_g11809;
+ #else
+ float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11844 = temp_output_40_0_g11808;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
+ float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
+ float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
+ float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
+ float4 staticSwitch39_g11808 = appendResult27_g11844;
+ #else
+ float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ #endif
+ float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
+ float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
+ float temp_output_1_0_g11848 = temp_output_40_0_g11808;
+ float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
+ float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
+ float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
+ float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
+ float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
+ #else
+ float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ #endif
+ float4 break2_g11850 = temp_output_10_0_g11848;
+ float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11848 = lerpResult44_g11848;
+ #else
+ float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
+ #endif
+ float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
+ float4 staticSwitch11_g11848 = appendResult19_g11848;
+ #else
+ float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
+ #endif
+ float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11853 = temp_output_1_0_g11853;
+ float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
+ #else
+ float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
+ float4 staticSwitch33_g11853 = appendResult6_g11853;
+ #else
+ float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
+ #endif
+ float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11860 = temp_output_5_0_g11860;
+ float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
+ float temp_output_27_0_g11860 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
+ #else
+ float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11861 = _TextureLayer1Columns;
+ int Height10_g11861 = _TextureLayer1Rows;
+ float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11861 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
+ #else
+ float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ #endif
+ float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
+ float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
+ float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
+ float4 break2_g11862 = temp_output_5_0_g11860;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
+ #else
+ float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ #endif
+ float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
+ float4 staticSwitch15_g11860 = appendResult14_g11860;
+ #else
+ float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
+ #endif
+ float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11856 = temp_output_5_0_g11856;
+ float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
+ float temp_output_27_0_g11856 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
+ #else
+ float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11857 = _TextureLayer2Columns;
+ int Height10_g11857 = _TextureLayer2Rows;
+ float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11857 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
+ #else
+ float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ #endif
+ float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
+ float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
+ float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
+ float4 break2_g11858 = temp_output_5_0_g11856;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
+ #else
+ float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ #endif
+ float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
+ float4 staticSwitch15_g11856 = appendResult14_g11856;
+ #else
+ float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11856;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11864 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11864;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11865 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
+ float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11865;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11866 = staticSwitch75;
+ float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11866 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
+ float4 staticSwitch3_g11866 = appendResult3_g11867;
+ #else
+ float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
+ float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
+ float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
+ float4 staticSwitch5_g11866 = appendResult3_g11875;
+ #else
+ float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
+ float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
+ float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
+ float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
+ float4 staticSwitch8_g11866 = appendResult3_g11877;
+ #else
+ float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
+ float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
+ float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
+ float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
+ float4 staticSwitch9_g11866 = appendResult3_g11873;
+ #else
+ float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
+ float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11869 = rotatedValue136_g11869;
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
+ float4 staticSwitch11_g11866 = appendResult3_g11869;
+ #else
+ float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11871 = rotatedValue136_g11871;
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
+ float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
+ float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
+ float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
+ float4 staticSwitch15_g11866 = appendResult3_g11871;
+ #else
+ float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
+ float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
+ float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
+ float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
+ float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
+ float4 staticSwitch13_g11866 = appendResult3_g11879;
+ #else
+ float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
+ #else
+ float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
+ #endif
+ float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
+ float4 break2_g11884 = temp_output_1_0_g11882;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11882 = staticSwitch16_g11882;
+ #endif
+ float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
+ float4 staticSwitch5_g11881 = appendResult6_g11882;
+ #else
+ float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
+ float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
+ float4 staticSwitch11_g11881 = appendResult13_g11885;
+ #else
+ float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
+ float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
+ #else
+ float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ #endif
+ float4 break2_g11888 = temp_output_1_0_g11886;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
+ #else
+ float3 staticSwitch22_g11886 = staticSwitch21_g11886;
+ #endif
+ float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
+ float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
+ float4 staticSwitch7_g11881 = appendResult9_g11886;
+ #else
+ float4 staticSwitch7_g11881 = staticSwitch11_g11881;
+ #endif
+ float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11891 = temp_output_2_0_g11889;
+ float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
+ float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11890 = appendResult2_g11890;
+ #else
+ float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 );
+ #endif
+ float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11891 = appendResult85_g11889;
+ float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
+ float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
+ float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
+ float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
+ float4 staticSwitch82_g11889 = appendResult18_g11891;
+ #else
+ float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ #endif
+ float4 break4_g11892 = staticSwitch82_g11889;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11750 = 1.0;
+ #else
+ float staticSwitch8_g11750 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11750 = 1.0;
+ #else
+ float staticSwitch9_g11750 = staticSwitch8_g11750;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11750;
+ float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11892;
+ float4 temp_output_1_0_g11893 = temp_output_344_0;
+ float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11893;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11900 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
+ float4 staticSwitch6_g11900 = appendResult2_g11900;
+ #else
+ float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11900;
+
+ float2 temp_output_11_0_g11901 = finalUV146;
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11901 = tex2D( _MetallicMap, temp_output_11_0_g11901 );
+ float staticSwitch23_g11901 = ( tex2DNode7_g11901.r * _Metallic );
+ #else
+ float staticSwitch23_g11901 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11901 = ( _Smoothness * tex2DNode7_g11901.r );
+ #else
+ float staticSwitch22_g11901 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
+ float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
+ float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
+ #else
+ float3 staticSwitch13_g11901 = float3( 0, 0, 0 );
+ #endif
+
- #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11901 ), _NormalIntensity );
+
+ half3 Specular = half3( 0, 0, 0 );
+ half Metallic = staticSwitch23_g11901;
+ half Smoothness = staticSwitch22_g11901;
+ half Occlusion = 1;
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ o.Specular = Specular.x;
+ o.Gloss = Smoothness;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ o.Specular = Specular;
+ #else
+ o.Metallic = Metallic;
+ #endif
+ o.Occlusion = Occlusion;
+ o.Smoothness = Smoothness;
+ #endif
+
+ o.Emission = staticSwitch13_g11901;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = 0.0;
+ half3 BakedGI = 0;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #if ( ASE_FRAGMENT_NORMAL == 0 )
+ o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
+ #elif ( ASE_FRAGMENT_NORMAL == 1 )
+ o.Normal = UnityObjectToWorldNormal( o.Normal );
+ #elif ( ASE_FRAGMENT_NORMAL == 2 )
+ // @diogo: already in world-space; do nothing
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifndef USING_DIRECTIONAL_LIGHT
+ half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
+ #else
+ half3 lightDir = _WorldSpaceLightPos0.xyz;
+ #endif
+
+ UnityGI gi;
+ UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
- #endif
+ gi.indirect.specular = 0;
+ gi.light.color = 0;
+ gi.light.dir = half3( 0, 1, 0 );
- #if defined(_SPECULAR_SETUP)
- outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
- #else
- outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
- #endif
+ UnityGIInput giInput;
+ UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
+ giInput.light = gi.light;
+ giInput.worldPos = PositionWS;
+ giInput.worldViewDir = ViewDirWS;
+ giInput.atten = 1;
+ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+ giInput.lightmapUV = IN.ambientOrLightmapUV;
+ #else
+ giInput.lightmapUV = 0.0;
+ #endif
+ #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
+ giInput.ambient = IN.ambientOrLightmapUV.rgb;
+ #else
+ giInput.ambient.rgb = 0.0;
+ #endif
+ giInput.probeHDR[0] = unity_SpecCube0_HDR;
+ giInput.probeHDR[1] = unity_SpecCube1_HDR;
+ #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
+ giInput.boxMin[0] = unity_SpecCube0_BoxMin;
+ #endif
+ #ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ giInput.boxMax[0] = unity_SpecCube0_BoxMax;
+ giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
+ giInput.boxMax[1] = unity_SpecCube1_BoxMax;
+ giInput.boxMin[1] = unity_SpecCube1_BoxMin;
+ giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
+ #endif
- #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
- outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0));
- #endif
- #ifndef UNITY_HDR_ON
- outEmission.rgb = exp2(-outEmission.rgb);
- #endif
- }
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ LightingBlinnPhong_GI(o, giInput, gi);
+ #else
+ LightingLambert_GI(o, giInput, gi);
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ LightingStandardSpecular_GI(o, giInput, gi);
+ #else
+ LightingStandard_GI(o, giInput, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_BAKEDGI
+ gi.indirect.diffuse = BakedGI;
+ #endif
+
+ #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
+ gi.indirect.diffuse = 0;
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ outEmission = LightingBlinnPhong_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #else
+ outEmission = LightingLambert_Deferred( o, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ outEmission = LightingStandardSpecular_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #else
+ outEmission = LightingStandard_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #endif
+ #endif
+
+ #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ outShadowMask = UnityGetRawBakedOcclusions( IN.ambientOrLightmapUV.xy, float3( 0, 0, 0 ) );
+ #endif
+ #ifndef UNITY_HDR_ON
+ outEmission.rgb = exp2(-outEmission.rgb);
+ #endif
+ }
ENDCG
}
@@ -10027,2946 +10257,5971 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
Cull Off
CGPROGRAM
- #define _ALPHABLEND_ON 1
- #define UNITY_STANDARD_USE_DITHER_MASK 1
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
- #pragma vertex vert
- #pragma fragment frag
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #pragma shader_feature EDITOR_VISUALIZATION
- #ifndef UNITY_PASS_META
- #define UNITY_PASS_META
- #endif
- #include "HLSLSupport.cginc"
- #if !defined( UNITY_INSTANCED_LOD_FADE )
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #if !defined( UNITY_INSTANCED_SH )
- #define UNITY_INSTANCED_SH
- #endif
- #if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityMetaPass.cginc"
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ #pragma shader_feature EDITOR_VISUALIZATION
+ #ifndef UNITY_PASS_META
+ #define UNITY_PASS_META
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "UnityMetaPass.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct v2f {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION(pos);
- #else
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
float4 pos : SV_POSITION;
- #endif
- #ifdef EDITOR_VISUALIZATION
- float2 vizUV : TEXCOORD1;
- float4 lightCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
+ #ifdef EDITOR_VISUALIZATION
+ float2 vizUV : TEXCOORD0;
+ float4 lightCoord : TEXCOORD1;
+ #endif
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
-
- float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
- {
- original -= center;
- float C = cos( angle );
- float S = sin( angle );
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
- return mul( finalMatrix, original ) + center;
- }
-
- float MyCustomExpression16_g11712( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11710( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11668( float x )
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x/2.0)-0.5);
-
- float k = 0.5+0.5*sin(i);
- return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
- }
-
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
-
- float MyCustomExpression16_g11670( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11673( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11680( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11715( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0,1.0) / size;
- uvs -= pixel * float2(0.5,0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11752( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11754( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11758( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
- float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
- float d = q.x - min( q.w, q.y );
- float e = 1.0e-10;
- return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB( float3 c )
- {
- float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
- }
-
- float MyCustomExpression16_g11786( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11770( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11797( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11805( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11840( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11825( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11827( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11820( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11818( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11814( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11851( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11868( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11876( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11878( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11874( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11870( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11872( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction (appdata v ) {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_TRANSFER_INSTANCE_ID(v,o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
- float4 screenPos = ComputeScreenPos( ase_positionCS );
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11895 = fixedUV475;
- float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
- #else
- float2 staticSwitch198 = _ZeroVector;
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
#endif
- float2 temp_output_2_0_g11896 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
+ uniform float _TimeValue;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
+ uniform float UnscaledTime;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
+ uniform float _TimeSpeed;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
+ uniform float _TimeFPS;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
#endif
- float shaderTime237 = staticSwitch42_g11665;
- float temp_output_8_0_g11896 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
- #else
- float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11897 = temp_output_8_0_g11896;
- float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
- float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
- #else
- float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
- #else
- float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11896;
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
#endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord4 = screenPos;
- o.ase_texcoord5.xyz = ase_positionWS;
-
- o.ase_texcoord3.xy = v.texcoord.xyzw.xy;
- o.ase_texcoord6 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord3.zw = 0;
- o.ase_texcoord5.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3( staticSwitch142 , 0.0 );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- #ifdef EDITOR_VISUALIZATION
- o.vizUV = 0;
- o.lightCoord = 0;
- if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
- o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
- else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
- {
- o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
- }
- #endif
-
- o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
-
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert ( appdata v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction (InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- v2f vert ( appdata v )
- {
- return VertexFunction( v );
- }
- #endif
-
- fixed4 frag (v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
-
- float2 texCoord363 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = IN.ase_texcoord4;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord5.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11667 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11668 = _WindMinIntensity;
- #else
- float staticSwitch117_g11668 = WindMinIntensity;
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
#endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
#endif
#ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11668 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11668 = WindMaxIntensity;
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
#endif
- #endif
- float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11668 = _WindXPosition;
- #else
- float staticSwitch111_g11668 = transform62_g11668.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11668 = _WindNoiseScale;
- #else
- float staticSwitch113_g11668 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
- #else
- float staticSwitch125_g11668 = WindTime;
- #endif
- float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
- float x101_g11668 = temp_output_50_0_g11668;
- float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
- float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
- float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
- simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11668 = simplePerlin2D121_g11668;
- #else
- float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
- #endif
- float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
- float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
- float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
- float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
- float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
- float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
- float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
- float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
- #else
- float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
- #endif
- float2 texCoord435 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (IN.ase_texcoord6.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
#ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11669 = shaderPosition235;
- float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
- float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
- float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
- float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
- #else
- float2 staticSwitch83 = staticSwitch4_g11667;
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11672 = shaderPosition235;
- float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
- float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
- float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11672 = rotatedValue136_g11672;
- float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
- float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
- float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
- #else
- float2 staticSwitch82 = staticSwitch83;
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11677 = unity_OrthoParams.y;
- float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 );
- float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
- float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
- float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
- #else
- float2 staticSwitch59 = staticSwitch82;
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
#endif
#ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11675 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11675;
- float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
- float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
- #else
- float2 staticSwitch62 = staticSwitch59;
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
#endif
- float2 temp_output_1_0_g11716 = staticSwitch62;
- float2 temp_output_26_0_g11716 = shaderPosition235;
- float temp_output_25_0_g11716 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
- float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
- float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
- #else
- float staticSwitch29_g11723 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) );
- #else
- float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
- float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
- #else
- float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
- #else
- float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
- float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
- #else
- float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
- #else
- float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ uniform float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11716 = clampResult46_g11718;
- #else
- float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
- #else
- float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
#endif
- float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
- #else
- float staticSwitch18_g11727 = temp_output_7_0_g11727;
- #endif
- float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
- float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
- #else
- float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11727;
- float2 texCoord131 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11728 = staticSwitch485;
- float2 break11_g11728 = float2( 0,0 );
- float2 break10_g11728 = float2( 1,1 );
- float2 break9_g11728 = spriteRectMin376;
- float2 break8_g11728 = spriteRectMax377;
- float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y))));
- float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11730 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11731 = _MainTex;
- float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
- float2 uvs3_g11731 = temp_output_1_0_g11730;
- float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
- float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
- #else
- float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
- float temp_output_2_0_g11742 = temp_output_10_0_g11732;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
- float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
- float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11733 = temp_output_10_0_g11732;
- float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
- float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
- float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
- float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
- float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
- float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
- float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
- float temp_output_2_0_g11739 = temp_output_10_0_g11732;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
- float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float temp_output_2_0_g11736 = temp_output_10_0_g11732;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
- float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
- #else
- float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
#endif
#ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
- float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
- float temp_output_2_0_g11746 = _SharpenOffset;
- float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
- float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
- float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
- float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
- float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
- float4 staticSwitch12_g11730 = appendResult24_g11745;
- #else
- float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
#endif
- float4 temp_output_471_0 = staticSwitch12_g11730;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11749 = temp_output_471_0;
- float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
- float4 staticSwitch354 = appendResult8_g11749;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11750 = originalColor191;
- float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float2 temp_output_7_0_g11750 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
- float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
- float4 staticSwitch2_g11750 = appendResult31_g11751;
- #else
- float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
- float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
- float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
- float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
- float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11750 = appendResult13_g11753;
- #else
- float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
#endif
- float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
- float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y));
- float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
- float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
- float4 staticSwitch2_g11755 = appendResult42_g11756;
- #else
- float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11757 = finalUV146;
- float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
- float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
- float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
- float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
- float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
- #else
- float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
#endif
- float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
- float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
- float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
- float2 temp_output_1_0_g11759 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch81_g11791 = appendResult91_g11791;
- #endif
- float3 break82_g11791 = (staticSwitch81_g11791).xyz;
- float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
- float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
- float4 break2_g11792 = temp_output_1_0_g11791;
- float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
- float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
- float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch43_g11759 = appendResult30_g11791;
- #else
- float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
- #endif
- float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
- float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.8333333 )
- ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.6666667 )
- ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11789 = ifLocalVar46_g11789;
- float4 ifLocalVar47_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.3333333 )
- ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.1666667 )
- ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11789 = ifLocalVar47_g11789;
- float4 ifLocalVar35_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.5 )
- ifLocalVar35_g11789 = ifLocalVar44_g11789;
- else
- ifLocalVar35_g11789 = ifLocalVar45_g11789;
- float4 break55_g11789 = ifLocalVar35_g11789;
- float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
- float4 break2_g11790 = temp_output_1_0_g11789;
- float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
- float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
- float4 staticSwitch9_g11759 = appendResult30_g11789;
- #else
- float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
- float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
- float3 In115_g11763 = temp_output_2_0_g11763;
- float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11764 = temp_output_1_0_g11763;
- float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11763 = _ColorReplaceSmoothness;
- float Range115_g11763 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
- float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
- float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
- float4 staticSwitch29_g11759 = appendResult4_g11763;
- #else
- float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
#endif
- float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
- float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
- float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
- float4 staticSwitch4_g11776 = appendResult8_g11776;
- #else
- float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ uniform float _NegativeFade;
#endif
- float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
- float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
- float4 staticSwitch32_g11759 = appendResult4_g11799;
- #else
- float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ uniform float _Contrast;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
- float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
- float4 staticSwitch33_g11759 = appendResult6_g11774;
- #else
- float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ uniform float _Brightness;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
- float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
- float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
- float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
- float4 staticSwitch36_g11759 = appendResult8_g11775;
- #else
- float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ uniform float _Hue;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
- float4 break2_g11794 = temp_output_1_0_g11793;
- float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
- float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
- float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
- float4 staticSwitch30_g11759 = appendResult18_g11793;
- #else
- float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
- float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
- float4 break12_g11771 = temp_output_1_0_g11771;
- float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
- float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
- float4 staticSwitch20_g11759 = appendResult11_g11771;
- #else
- float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
- float4 break2_g11787 = temp_output_1_0_g11785;
- float2 temp_output_65_0_g11785 = shaderPosition235;
- float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
- float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
- float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
- float4 staticSwitch17_g11759 = appendResult9_g11785;
- #else
- float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
#endif
- float temp_output_39_0_g11759 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
- float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
- float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
- float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch19_g11759 = appendResult6_g11777;
- #else
- float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ uniform float _ShiftHueSpeed;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
- float4 break2_g11783 = temp_output_1_0_g11781;
- float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
- #else
- float staticSwitch33_g11781 = _AddHueFade;
- #endif
- float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
- float4 staticSwitch23_g11759 = appendResult6_g11781;
- #else
- float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
- float4 break2_g11779 = temp_output_1_0_g11778;
- float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
- #else
- float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
- #endif
- float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
- float4 staticSwitch28_g11759 = appendResult21_g11778;
- #else
- float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
- float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
- float4 staticSwitch38_g11759 = appendResult8_g11766;
- #else
- float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ uniform float _Saturation;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
- float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
- float temp_output_179_0_g11768 = temp_output_39_0_g11759;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
- #else
- float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
- #endif
- float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
- #else
- float2 staticSwitch169_g11768 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
- float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 );
- float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
- float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
- #else
- float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
- #endif
- float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
- float4 staticSwitch12_g11759 = appendResult177_g11768;
- #else
- float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
- float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
- float temp_output_186_0_g11796 = temp_output_39_0_g11759;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
- #else
- float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
- #endif
- float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11796 = 1.0;
- #else
- float staticSwitch203_g11796 = temp_output_182_0_g11796;
- #endif
- float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
- float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
- float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
- #else
- float2 staticSwitch157_g11796 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
- float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 );
- float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
- #else
- float staticSwitch200_g11796 = lerpResult168_g11796;
- #endif
- float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
- float4 staticSwitch13_g11759 = appendResult174_g11796;
- #else
- float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
- float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
- #else
- float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
- #endif
- float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11773 = 1.0;
- #else
- float staticSwitch203_g11773 = temp_output_182_0_g11773;
- #endif
- float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
- float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
- float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
- float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
- #else
- float staticSwitch200_g11773 = lerpResult168_g11773;
- #endif
- float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
- float4 staticSwitch48_g11759 = appendResult174_g11773;
- #else
- float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
- float4 break2_g11761 = temp_output_5_0_g11760;
- float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
- float4 staticSwitch46_g11759 = appendResult12_g11760;
- #else
- float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11759;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11801 = temp_output_361_0;
- float4 break2_g11802 = temp_output_1_0_g11801;
- float temp_output_44_0_g11801 = unity_OrthoParams.y;
- float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
- float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11801;
- #else
- float4 staticSwitch56 = temp_output_361_0;
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11804 = staticSwitch56;
- float4 break2_g11806 = temp_output_1_0_g11804;
- float temp_output_34_0_g11804 = shaderTime237;
- float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
- float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
- float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
- float4 staticSwitch57 = appendResult27_g11804;
- #else
- float4 staticSwitch57 = staticSwitch56;
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
#endif
- float4 temp_output_3_0_g11808 = staticSwitch57;
- float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
- float2 temp_output_41_0_g11808 = shaderPosition235;
- float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
- float temp_output_40_0_g11808 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
- #else
- float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
- #endif
- float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
- float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
- float4 break2_g11841 = temp_output_1_0_g11838;
- float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
- float4 staticSwitch26_g11808 = appendResult7_g11838;
- #else
- float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
- float temp_output_59_0_g11831 = temp_output_40_0_g11808;
- float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float4 break2_g11833 = temp_output_1_0_g11831;
- float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
- float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
- #else
- float staticSwitch60_g11831 = _MetalFade;
- #endif
- float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
- float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
- float4 staticSwitch28_g11808 = appendResult8_g11831;
- #else
- float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
- float4 break2_g11824 = temp_output_1_0_g11823;
- float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
- float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
- float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
- float temp_output_73_0_g11823 = temp_output_40_0_g11808;
- float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
- float4 staticSwitch29_g11808 = appendResult26_g11823;
- #else
- float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
- float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
- float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
- float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
- float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
- float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
- float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
- float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
- float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
- float4 staticSwitch32_g11808 = appendResult43_g11817;
- #else
- float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
- float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
- float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
- float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
- float4 break2_g11815 = temp_output_1_0_g11813;
- float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
- float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
- float4 staticSwitch34_g11808 = appendResult29_g11813;
- #else
- float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
- float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
- float4 break2_g11811 = temp_output_1_0_g11809;
- float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
- float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
- float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
- #else
- float staticSwitch98_g11809 = _ShineFade;
- #endif
- float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
- float4 staticSwitch36_g11808 = appendResult8_g11809;
- #else
- float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11844 = temp_output_40_0_g11808;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
- float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
- float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
- float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
- float4 staticSwitch39_g11808 = appendResult27_g11844;
- #else
- float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
#endif
- float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
- float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
- float temp_output_1_0_g11848 = temp_output_40_0_g11808;
- float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
- float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
- float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
- float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
- float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
- float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
- float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
- #else
- float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
#endif
- float4 break2_g11850 = temp_output_10_0_g11848;
- float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11848 = lerpResult44_g11848;
- #else
- float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
- #endif
- float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
- float4 staticSwitch11_g11848 = appendResult19_g11848;
- #else
- float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
- #endif
- float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11853 = temp_output_1_0_g11853;
- float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
- float4 break2_g11854 = temp_output_1_0_g11853;
- float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
- float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
- #else
- float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
#endif
- float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
- float4 staticSwitch33_g11853 = appendResult6_g11853;
- #else
- float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
- #endif
- float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11860 = temp_output_5_0_g11860;
- float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
- float temp_output_27_0_g11860 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
- #else
- float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
#endif
- float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11861 = _TextureLayer1Columns;
- int Height10_g11861 = _TextureLayer1Rows;
- float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11861 = float2( 0,1 );
- float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
- #else
- float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
#endif
- float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
- float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
- float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
- float4 break2_g11862 = temp_output_5_0_g11860;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
- #else
- float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
#endif
- float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
- float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
- float4 staticSwitch15_g11860 = appendResult14_g11860;
- #else
- float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
- #endif
- float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11856 = temp_output_5_0_g11856;
- float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
- float temp_output_27_0_g11856 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
- #else
- float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
#endif
- float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11857 = _TextureLayer2Columns;
- int Height10_g11857 = _TextureLayer2Rows;
- float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11857 = float2( 0,1 );
- float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
- #else
- float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
#endif
- float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
- float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
- float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
- float4 break2_g11858 = temp_output_5_0_g11856;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
- #else
- float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
#endif
- float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
- float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
- float4 staticSwitch15_g11856 = appendResult14_g11856;
- #else
- float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11856;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11864 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11864;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11865 = staticSwitch77;
- float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
- float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11865;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11866 = staticSwitch75;
- float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
-#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
- #endif
- float2 temp_output_18_0_g11866 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
- float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
- float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
- float4 staticSwitch3_g11866 = appendResult3_g11867;
- #else
- float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
- float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
- float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
- float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
- float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
- float4 staticSwitch5_g11866 = appendResult3_g11875;
- #else
- float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
- float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
- float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
- float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
- float4 staticSwitch8_g11866 = appendResult3_g11877;
- #else
- float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
- float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
- float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
- float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
- float4 staticSwitch9_g11866 = appendResult3_g11873;
- #else
- float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
- float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11869 = rotatedValue136_g11869;
- float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
- float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
- float4 staticSwitch11_g11866 = appendResult3_g11869;
- #else
- float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11871 = rotatedValue136_g11871;
- float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
- float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
- float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
- float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
- float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
- float4 staticSwitch15_g11866 = appendResult3_g11871;
- #else
- float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
- float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
- float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
- float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
- float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
- float4 staticSwitch13_g11866 = appendResult3_g11879;
- #else
- float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
- #else
- float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
- #endif
- float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
- float4 break2_g11884 = temp_output_1_0_g11882;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
- #else
- float3 staticSwitch17_g11882 = staticSwitch16_g11882;
- #endif
- float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
- float4 staticSwitch5_g11881 = appendResult6_g11882;
- #else
- float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
- float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
- float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
- float4 staticSwitch11_g11881 = appendResult13_g11885;
- #else
- float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
- float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
- #else
- float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
#endif
- float4 break2_g11888 = temp_output_1_0_g11886;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
- #else
- float3 staticSwitch22_g11886 = staticSwitch21_g11886;
- #endif
- float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
- float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
- float4 staticSwitch7_g11881 = appendResult9_g11886;
- #else
- float4 staticSwitch7_g11881 = staticSwitch11_g11881;
- #endif
- float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11891 = temp_output_2_0_g11889;
- float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
- float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11891 = appendResult85_g11889;
- float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
- float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
- float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
- float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
- float4 staticSwitch82_g11889 = appendResult18_g11891;
- #else
- float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
#endif
- float4 break4_g11892 = staticSwitch82_g11889;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11750 = 1.0;
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11712( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11710( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11668( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11670( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11680( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11715( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11752( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11754( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11758( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11786( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11797( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11805( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11843( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11840( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11825( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11827( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11820( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11818( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11814( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11851( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11878( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11874( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11895 = fixedUV475;
+ float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11896 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ float temp_output_8_0_g11896 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
+ #else
+ float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11897 = temp_output_8_0_g11896;
+ float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
+ float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
+ #else
+ float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11896;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord3 = screenPos;
+ o.ase_texcoord4.xyz = ase_positionWS;
+
+ o.ase_texcoord2.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord5 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord2.zw = 0;
+ o.ase_texcoord4.w = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ #ifdef EDITOR_VISUALIZATION
+ o.vizUV = 0;
+ o.lightCoord = 0;
+ if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
+ o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
+ else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
+ {
+ o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
+ }
+ #endif
+
+ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ float4 tangent : TANGENT;
+ float3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
#else
- float staticSwitch8_g11750 = IN.ase_color.a;
+ v2f vert( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord3;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord4.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11667 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11668 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11668 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11668 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11668 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11668 = _WindXPosition;
+ #else
+ float staticSwitch111_g11668 = transform62_g11668.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11668 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11668 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11668 = WindTime;
+ #endif
+ float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
+ float x101_g11668 = temp_output_50_0_g11668;
+ float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
+ float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
+ float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11668 = simplePerlin2D121_g11668;
+ #else
+ float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
+ #endif
+ float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
+ float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
+ float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
+ float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
+ float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
+ float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
+ #else
+ float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11669 = shaderPosition235;
+ float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11667;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11672 = shaderPosition235;
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11672 = rotatedValue136_g11672;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11677 = unity_OrthoParams.y;
+ float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 );
+ float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
+ float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11678 = appendResult2_g11678;
+ #else
+ float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11675 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11675;
+ float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11716 = staticSwitch62;
+ float2 temp_output_26_0_g11716 = shaderPosition235;
+ float temp_output_25_0_g11716 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
+ float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11725 = appendResult2_g11725;
+ #else
+ float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
+ #else
+ float staticSwitch29_g11723 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) );
+ #else
+ float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
+ float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
+ #else
+ float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
+ #else
+ float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
+ #else
+ float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11716 = clampResult46_g11718;
+ #else
+ float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ #endif
+ float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
+ #else
+ float staticSwitch18_g11727 = temp_output_7_0_g11727;
+ #endif
+ float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
+ float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
+ #else
+ float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11727;
+ float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11728 = staticSwitch485;
+ float2 break11_g11728 = float2( 0,0 );
+ float2 break10_g11728 = float2( 1,1 );
+ float2 break9_g11728 = spriteRectMin376;
+ float2 break8_g11728 = spriteRectMax377;
+ float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11730 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11731 = _MainTex;
+ float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
+ float2 uvs3_g11731 = temp_output_1_0_g11730;
+ float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
+ float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
+ #else
+ float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11742 = temp_output_10_0_g11732;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11733 = temp_output_10_0_g11732;
+ float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
+ float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
+ float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
+ float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
+ float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
+ float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11732;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11732;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
+ float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
+ float temp_output_2_0_g11746 = _SharpenOffset;
+ float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
+ float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
+ float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
+ float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
+ float4 staticSwitch12_g11730 = appendResult24_g11745;
+ #else
+ float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11730;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11749 = temp_output_471_0;
+ float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
+ float4 staticSwitch354 = appendResult8_g11749;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11750 = originalColor191;
+ float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float2 temp_output_7_0_g11750 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
+ float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
+ float4 staticSwitch2_g11750 = appendResult31_g11751;
+ #else
+ float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
+ float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
+ float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
+ float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
+ float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11750 = appendResult13_g11753;
+ #else
+ float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ #endif
+ float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
+ float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
+ float4 staticSwitch2_g11755 = appendResult42_g11756;
+ #else
+ float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11757 = finalUV146;
+ float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
+ float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
+ float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
+ float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
+ #else
+ float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ #endif
+ float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
+ float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
+ float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
+ float2 temp_output_1_0_g11759 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch81_g11791 = appendResult91_g11791;
+ #endif
+ float3 break82_g11791 = (staticSwitch81_g11791).xyz;
+ float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
+ float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
+ float4 break2_g11792 = temp_output_1_0_g11791;
+ float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
+ float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
+ float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch43_g11759 = appendResult30_g11791;
+ #else
+ float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
+ #endif
+ float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
+ float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.8333333 )
+ ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.6666667 )
+ ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11789 = ifLocalVar46_g11789;
+ float4 ifLocalVar47_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.3333333 )
+ ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.1666667 )
+ ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11789 = ifLocalVar47_g11789;
+ float4 ifLocalVar35_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.5 )
+ ifLocalVar35_g11789 = ifLocalVar44_g11789;
+ else
+ ifLocalVar35_g11789 = ifLocalVar45_g11789;
+ float4 break55_g11789 = ifLocalVar35_g11789;
+ float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
+ float4 break2_g11790 = temp_output_1_0_g11789;
+ float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
+ float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
+ float4 staticSwitch9_g11759 = appendResult30_g11789;
+ #else
+ float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
+ float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
+ float3 In115_g11763 = temp_output_2_0_g11763;
+ float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11764 = temp_output_1_0_g11763;
+ float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11763 = _ColorReplaceSmoothness;
+ float Range115_g11763 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
+ float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
+ float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
+ float4 staticSwitch29_g11759 = appendResult4_g11763;
+ #else
+ float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ #endif
+ float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
+ float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
+ float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
+ float4 staticSwitch4_g11776 = appendResult8_g11776;
+ #else
+ float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ #endif
+ float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
+ float4 staticSwitch32_g11759 = appendResult4_g11799;
+ #else
+ float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
+ float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
+ float4 staticSwitch33_g11759 = appendResult6_g11774;
+ #else
+ float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
+ float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
+ float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
+ float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
+ float4 staticSwitch36_g11759 = appendResult8_g11775;
+ #else
+ float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
+ float4 break2_g11794 = temp_output_1_0_g11793;
+ float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
+ float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
+ float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
+ float4 staticSwitch30_g11759 = appendResult18_g11793;
+ #else
+ float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
+ float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
+ float4 break12_g11771 = temp_output_1_0_g11771;
+ float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
+ float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
+ float4 staticSwitch20_g11759 = appendResult11_g11771;
+ #else
+ float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
+ float4 break2_g11787 = temp_output_1_0_g11785;
+ float2 temp_output_65_0_g11785 = shaderPosition235;
+ float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
+ float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
+ float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
+ float4 staticSwitch17_g11759 = appendResult9_g11785;
+ #else
+ float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ #endif
+ float temp_output_39_0_g11759 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
+ float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
+ float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
+ float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch19_g11759 = appendResult6_g11777;
+ #else
+ float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
+ float4 break2_g11783 = temp_output_1_0_g11781;
+ float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
+ #else
+ float staticSwitch33_g11781 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
+ float4 staticSwitch23_g11759 = appendResult6_g11781;
+ #else
+ float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
+ float4 break2_g11779 = temp_output_1_0_g11778;
+ float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
+ #else
+ float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
+ #endif
+ float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
+ float4 staticSwitch28_g11759 = appendResult21_g11778;
+ #else
+ float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
+ float4 break2_g11767 = temp_output_1_0_g11766;
+ float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
+ float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
+ float4 staticSwitch38_g11759 = appendResult8_g11766;
+ #else
+ float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
+ float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
+ float temp_output_179_0_g11768 = temp_output_39_0_g11759;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
+ #else
+ float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
+ #endif
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11768 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
+ float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11769 = appendResult2_g11769;
+ #else
+ float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 );
+ #endif
+ float2 temp_output_25_0_g11768 = staticSwitch9_g11769;
+ float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
+ float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
+ #else
+ float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
+ #endif
+ float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
+ float4 staticSwitch12_g11759 = appendResult177_g11768;
+ #else
+ float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
+ float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
+ float temp_output_186_0_g11796 = temp_output_39_0_g11759;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
+ #else
+ float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
+ #endif
+ float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11796 = 1.0;
+ #else
+ float staticSwitch203_g11796 = temp_output_182_0_g11796;
+ #endif
+ float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11796 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11796 = staticSwitch9_g11798;
+ float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
+ #else
+ float staticSwitch200_g11796 = lerpResult168_g11796;
+ #endif
+ float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
+ float4 staticSwitch13_g11759 = appendResult174_g11796;
+ #else
+ float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
+ float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
+ #else
+ float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
+ #endif
+ float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11773 = 1.0;
+ #else
+ float staticSwitch203_g11773 = temp_output_182_0_g11773;
+ #endif
+ float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
+ float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
+ #else
+ float staticSwitch200_g11773 = lerpResult168_g11773;
+ #endif
+ float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
+ float4 staticSwitch48_g11759 = appendResult174_g11773;
+ #else
+ float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
+ float4 break2_g11761 = temp_output_5_0_g11760;
+ float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
+ float4 staticSwitch46_g11759 = appendResult12_g11760;
+ #else
+ float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11759;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11801 = temp_output_361_0;
+ float4 break2_g11802 = temp_output_1_0_g11801;
+ float temp_output_44_0_g11801 = unity_OrthoParams.y;
+ float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
+ float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11801;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11804 = staticSwitch56;
+ float4 break2_g11806 = temp_output_1_0_g11804;
+ float temp_output_34_0_g11804 = shaderTime237;
+ float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
+ float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
+ float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
+ float4 staticSwitch57 = appendResult27_g11804;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11808 = staticSwitch57;
+ float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
+ float2 temp_output_41_0_g11808 = shaderPosition235;
+ float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
+ float temp_output_40_0_g11808 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
+ #else
+ float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
+ #endif
+ float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
+ float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
+ float4 break2_g11841 = temp_output_1_0_g11838;
+ float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
+ float4 staticSwitch26_g11808 = appendResult7_g11838;
+ #else
+ float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
+ float temp_output_59_0_g11831 = temp_output_40_0_g11808;
+ float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float4 break2_g11833 = temp_output_1_0_g11831;
+ float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
+ #else
+ float staticSwitch60_g11831 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
+ float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
+ float4 staticSwitch28_g11808 = appendResult8_g11831;
+ #else
+ float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
+ float4 break2_g11824 = temp_output_1_0_g11823;
+ float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
+ float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
+ float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
+ float temp_output_73_0_g11823 = temp_output_40_0_g11808;
+ float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
+ float4 staticSwitch29_g11808 = appendResult26_g11823;
+ #else
+ float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
+ float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
+ float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
+ float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
+ float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
+ float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
+ float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
+ float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
+ float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch32_g11808 = appendResult43_g11817;
+ #else
+ float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
+ float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
+ float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
+ float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
+ float4 break2_g11815 = temp_output_1_0_g11813;
+ float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
+ float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch34_g11808 = appendResult29_g11813;
+ #else
+ float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
+ float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
+ float4 break2_g11811 = temp_output_1_0_g11809;
+ float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
+ #else
+ float staticSwitch98_g11809 = _ShineFade;
+ #endif
+ float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
+ float4 staticSwitch36_g11808 = appendResult8_g11809;
+ #else
+ float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11844 = temp_output_40_0_g11808;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
+ float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
+ float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
+ float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
+ float4 staticSwitch39_g11808 = appendResult27_g11844;
+ #else
+ float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ #endif
+ float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
+ float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
+ float temp_output_1_0_g11848 = temp_output_40_0_g11808;
+ float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
+ float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
+ float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
+ float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
+ float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
+ #else
+ float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ #endif
+ float4 break2_g11850 = temp_output_10_0_g11848;
+ float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11848 = lerpResult44_g11848;
+ #else
+ float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
+ #endif
+ float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
+ float4 staticSwitch11_g11848 = appendResult19_g11848;
+ #else
+ float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
+ #endif
+ float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11853 = temp_output_1_0_g11853;
+ float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
+ #else
+ float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
+ float4 staticSwitch33_g11853 = appendResult6_g11853;
+ #else
+ float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
+ #endif
+ float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11860 = temp_output_5_0_g11860;
+ float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
+ float temp_output_27_0_g11860 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
+ #else
+ float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11861 = _TextureLayer1Columns;
+ int Height10_g11861 = _TextureLayer1Rows;
+ float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11861 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
+ #else
+ float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ #endif
+ float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
+ float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
+ float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
+ float4 break2_g11862 = temp_output_5_0_g11860;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
+ #else
+ float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ #endif
+ float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
+ float4 staticSwitch15_g11860 = appendResult14_g11860;
+ #else
+ float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
+ #endif
+ float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11856 = temp_output_5_0_g11856;
+ float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
+ float temp_output_27_0_g11856 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
+ #else
+ float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11857 = _TextureLayer2Columns;
+ int Height10_g11857 = _TextureLayer2Rows;
+ float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11857 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
+ #else
+ float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ #endif
+ float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
+ float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
+ float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
+ float4 break2_g11858 = temp_output_5_0_g11856;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
+ #else
+ float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ #endif
+ float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
+ float4 staticSwitch15_g11856 = appendResult14_g11856;
+ #else
+ float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11856;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11864 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11864;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11865 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
+ float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11865;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11866 = staticSwitch75;
+ float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11866 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
+ float4 staticSwitch3_g11866 = appendResult3_g11867;
+ #else
+ float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
+ float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
+ float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
+ float4 staticSwitch5_g11866 = appendResult3_g11875;
+ #else
+ float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
+ float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
+ float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
+ float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
+ float4 staticSwitch8_g11866 = appendResult3_g11877;
+ #else
+ float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
+ float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
+ float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
+ float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
+ float4 staticSwitch9_g11866 = appendResult3_g11873;
+ #else
+ float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
+ float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11869 = rotatedValue136_g11869;
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
+ float4 staticSwitch11_g11866 = appendResult3_g11869;
+ #else
+ float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11871 = rotatedValue136_g11871;
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
+ float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
+ float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
+ float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
+ float4 staticSwitch15_g11866 = appendResult3_g11871;
+ #else
+ float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
+ float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
+ float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
+ float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
+ float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
+ float4 staticSwitch13_g11866 = appendResult3_g11879;
+ #else
+ float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
+ #else
+ float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
+ #endif
+ float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
+ float4 break2_g11884 = temp_output_1_0_g11882;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11882 = staticSwitch16_g11882;
+ #endif
+ float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
+ float4 staticSwitch5_g11881 = appendResult6_g11882;
+ #else
+ float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
+ float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
+ float4 staticSwitch11_g11881 = appendResult13_g11885;
+ #else
+ float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
+ float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
+ #else
+ float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ #endif
+ float4 break2_g11888 = temp_output_1_0_g11886;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
+ #else
+ float3 staticSwitch22_g11886 = staticSwitch21_g11886;
+ #endif
+ float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
+ float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
+ float4 staticSwitch7_g11881 = appendResult9_g11886;
+ #else
+ float4 staticSwitch7_g11881 = staticSwitch11_g11881;
+ #endif
+ float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11891 = temp_output_2_0_g11889;
+ float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
+ float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11890 = appendResult2_g11890;
+ #else
+ float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 );
+ #endif
+ float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11891 = appendResult85_g11889;
+ float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
+ float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
+ float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
+ float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
+ float4 staticSwitch82_g11889 = appendResult18_g11891;
+ #else
+ float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ #endif
+ float4 break4_g11892 = staticSwitch82_g11889;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11750 = 1.0;
+ #else
+ float staticSwitch8_g11750 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11750 = 1.0;
+ #else
+ float staticSwitch9_g11750 = staticSwitch8_g11750;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11750;
+ float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11892;
+ float4 temp_output_1_0_g11893 = temp_output_344_0;
+ float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11893;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11900 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
+ float4 staticSwitch6_g11900 = appendResult2_g11900;
+ #else
+ float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11900;
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float2 temp_output_11_0_g11901 = finalUV146;
+ float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
+ float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
+ float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
+ #else
+ float3 staticSwitch13_g11901 = float3( 0, 0, 0 );
+ #endif
+
+
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = half3( 0, 0, 1 );
+ o.Emission = staticSwitch13_g11901;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = 0.0;
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ UnityMetaInput metaIN;
+ UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
+ metaIN.Albedo = o.Albedo;
+ metaIN.Emission = o.Emission;
+ #ifdef EDITOR_VISUALIZATION
+ metaIN.VizUV = IN.vizUV;
+ metaIN.LightCoord = IN.lightCoord;
+ #endif
+ return UnityMetaFragment(metaIN);
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "ShadowCaster"
+ Tags { "LightMode"="ShadowCaster" }
+ ZWrite On
+ ZTest LEqual
+ AlphaToMask Off
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ #pragma multi_compile_shadowcaster
+ #ifndef UNITY_PASS_SHADOWCASTER
+ #define UNITY_PASS_SHADOWCASTER
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ V2F_SHADOW_CASTER;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef UNITY_STANDARD_USE_DITHER_MASK
+ sampler3D _DitherMaskLOD;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11750 = 1.0;
- #else
- float staticSwitch9_g11750 = staticSwitch8_g11750;
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
#endif
- float customVertexAlpha193 = staticSwitch9_g11750;
- float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11892;
- float4 temp_output_1_0_g11893 = temp_output_344_0;
- float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11893;
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
#endif
- float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
#endif
- float4 temp_output_7_0_g11900 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
- float4 staticSwitch6_g11900 = appendResult2_g11900;
- #else
- float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11900;
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11901 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float2 temp_output_11_0_g11901 = finalUV146;
- float4 tex2DNode17_g11901 = tex2D( _EmissionMap, temp_output_11_0_g11901 );
- float3 appendResult18_g11901 = (float3(tex2DNode17_g11901.r , tex2DNode17_g11901.g , tex2DNode17_g11901.b));
- float3 staticSwitch13_g11901 = ( appendResult20_g11901 * appendResult18_g11901 * tex2DNode17_g11901.a );
- #else
- float3 staticSwitch13_g11901 = float3(0,0,0);
- #endif
+ float MyCustomExpression16_g11712( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11710( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11668( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11670( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11671( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11680( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11715( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11752( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11754( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11758( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11786( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11770( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11797( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11805( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11843( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11840( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11825( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11827( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11820( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11818( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11814( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11851( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11849( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11876( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11878( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11874( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11870( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11872( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = fixed3( 0, 0, 1 );
- o.Emission = staticSwitch13_g11901;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = 0.0;
- #ifdef _ALPHATEST_ON
- clip( o.Alpha - AlphaClipThreshold );
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11895 = fixedUV475;
+ float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11896 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ float temp_output_8_0_g11896 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
+ #else
+ float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11897 = temp_output_8_0_g11896;
+ float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
+ float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
+ #else
+ float2 staticSwitch6_g11896 = staticSwitch4_g11896;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11896 = staticSwitch6_g11896;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11896;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord2 = screenPos;
+ o.ase_texcoord3.xyz = ase_positionWS;
+
+ o.ase_texcoord1.xy = v.ase_texcoord.xy;
+ o.ase_texcoord4 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord1.zw = 0;
+ o.ase_texcoord3.w = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ #if defined( ASE_IMPOSTOR )
+ // Disable "Normal Bias" because we're rendering billboard impostors and there's no vertex normals.
+ unity_LightShadowBias.z = 0;
#endif
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
+ TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_texcoord = v.ase_texcoord;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert( appdata v )
+ {
+ return VertexFunction( v );
+ }
#endif
- UnityMetaInput metaIN;
- UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
- metaIN.Albedo = o.Albedo;
- metaIN.Emission = o.Emission;
- #ifdef EDITOR_VISUALIZATION
- metaIN.VizUV = IN.vizUV;
- metaIN.LightCoord = IN.lightCoord;
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ o.Occlusion = 1;
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord2;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord3.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11664 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11664 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11664 = spriteRectMax377;
+ float2 break9_g11664 = float2( 0,0 );
+ float2 break8_g11664 = float2( 1,1 );
+ float2 appendResult15_g11664 = (float2( (break9_g11664.x + ( break14_g11664.x - break11_g11664.x ) * ( break8_g11664.x - break9_g11664.x ) / ( break10_g11664.x - break11_g11664.x ) ) , (break9_g11664.y + ( break14_g11664.y - break11_g11664.y ) * ( break8_g11664.y - break9_g11664.y ) / ( break10_g11664.y - break11_g11664.y ) )));
+ float2 staticSwitch366 = appendResult15_g11664;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11667 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11668 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11668 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11668 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11668 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11668 = _WindXPosition;
+ #else
+ float staticSwitch111_g11668 = transform62_g11668.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11668 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11668 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11665 = _TimeValue;
+ #else
+ float staticSwitch44_g11665 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11665 = UnscaledTime;
+ #else
+ float staticSwitch34_g11665 = staticSwitch44_g11665;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11665 = staticSwitch34_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11665 = staticSwitch37_g11665;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11665 = staticSwitch38_g11665;
+ #endif
+ float shaderTime237 = staticSwitch42_g11665;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11668 = WindTime;
+ #endif
+ float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
+ float x101_g11668 = temp_output_50_0_g11668;
+ float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
+ float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
+ float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11668 = simplePerlin2D121_g11668;
+ #else
+ float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
+ #endif
+ float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
+ float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
+ float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
+ float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
+ float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
+ float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
+ #else
+ float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11666 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11666 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
#endif
- return UnityMetaFragment(metaIN);
- }
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11666 = (IN.ase_texcoord4.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11666 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11666 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11666;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11669 = shaderPosition235;
+ float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
+ float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
+ float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11667;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11672 = shaderPosition235;
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11672 = rotatedValue136_g11672;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11677 = unity_OrthoParams.y;
+ float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 );
+ float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
+ float2 appendResult10_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11678 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11678 = appendResult2_g11678;
+ #else
+ float2 staticSwitch9_g11678 = ( float2( 100,100 ) / appendResult10_g11678 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11678.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11675 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11675;
+ float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11716 = staticSwitch62;
+ float2 temp_output_26_0_g11716 = shaderPosition235;
+ float temp_output_25_0_g11716 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
+ float2 appendResult10_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11725 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11725 = appendResult2_g11725;
+ #else
+ float2 staticSwitch9_g11725 = ( float2( 100,100 ) / appendResult10_g11725 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
+ #else
+ float staticSwitch29_g11723 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * staticSwitch9_g11725 * staticSwitch29_g11723 ) );
+ #else
+ float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
+ float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11716 = staticSwitch5_g11716;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
+ #else
+ float2 staticSwitch9_g11716 = staticSwitch7_g11716;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
+ #else
+ float2 staticSwitch16_g11716 = staticSwitch9_g11716;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
+ #else
+ float2 staticSwitch14_g11716 = staticSwitch16_g11716;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11716 = clampResult46_g11718;
+ #else
+ float2 staticSwitch4_g11716 = staticSwitch14_g11716;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11716 = staticSwitch4_g11716;
+ #endif
+ float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
+ #else
+ float staticSwitch18_g11727 = temp_output_7_0_g11727;
+ #endif
+ float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
+ float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
+ #else
+ float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11727;
+ float2 texCoord131 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
+ float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
+ float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11709 = shaderPosition235;
+ float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11711;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11709;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11728 = staticSwitch485;
+ float2 break11_g11728 = float2( 0,0 );
+ float2 break10_g11728 = float2( 1,1 );
+ float2 break9_g11728 = spriteRectMin376;
+ float2 break8_g11728 = spriteRectMax377;
+ float2 appendResult15_g11728 = (float2( (break9_g11728.x + ( break14_g11728.x - break11_g11728.x ) * ( break8_g11728.x - break9_g11728.x ) / ( break10_g11728.x - break11_g11728.x ) ) , (break9_g11728.y + ( break14_g11728.y - break11_g11728.y ) * ( break8_g11728.y - break9_g11728.y ) / ( break10_g11728.y - break11_g11728.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11730 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11731 = _MainTex;
+ float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
+ float2 uvs3_g11731 = temp_output_1_0_g11730;
+ float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
+ float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
+ #else
+ float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11742 = temp_output_10_0_g11732;
+ float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
+ float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
+ float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
+ float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
+ float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
+ float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
+ float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
+ float temp_output_2_0_g11733 = temp_output_10_0_g11732;
+ float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
+ float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
+ float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
+ float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
+ float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
+ float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
+ float temp_output_2_0_g11739 = temp_output_10_0_g11732;
+ float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
+ float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
+ float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
+ float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
+ float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
+ float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
+ float temp_output_2_0_g11736 = temp_output_10_0_g11732;
+ float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
+ float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
+ float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
+ float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
+ float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
+ float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
+ float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11730 = staticSwitch8_g11730;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
+ float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
+ float temp_output_2_0_g11746 = _SharpenOffset;
+ float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
+ float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
+ float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
+ float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
+ float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
+ float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
+ float4 staticSwitch12_g11730 = appendResult24_g11745;
+ #else
+ float4 staticSwitch12_g11730 = staticSwitch3_g11730;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11730;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11749 = temp_output_471_0;
+ float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
+ float4 staticSwitch354 = appendResult8_g11749;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11750 = originalColor191;
+ float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float2 temp_output_7_0_g11750 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
+ float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
+ float4 staticSwitch2_g11750 = appendResult31_g11751;
+ #else
+ float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
+ float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
+ float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
+ float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
+ float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11750 = appendResult13_g11753;
+ #else
+ float4 staticSwitch3_g11750 = staticSwitch2_g11750;
+ #endif
+ float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
+ float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
+ float4 staticSwitch2_g11755 = appendResult42_g11756;
+ #else
+ float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11757 = finalUV146;
+ float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
+ float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
+ float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
+ float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
+ #else
+ float4 staticSwitch6_g11755 = staticSwitch2_g11755;
+ #endif
+ float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
+ float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
+ float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
+ float2 temp_output_1_0_g11759 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch81_g11791 = appendResult91_g11791;
+ #endif
+ float3 break82_g11791 = (staticSwitch81_g11791).xyz;
+ float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
+ float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
+ float4 break2_g11792 = temp_output_1_0_g11791;
+ float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
+ float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
+ float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch43_g11759 = appendResult30_g11791;
+ #else
+ float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
+ #else
+ float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
+ #endif
+ float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
+ float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.8333333 )
+ ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.6666667 )
+ ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11789 = ifLocalVar46_g11789;
+ float4 ifLocalVar47_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.3333333 )
+ ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11789 = 0;
+ if( temp_output_43_0_g11789 <= 0.1666667 )
+ ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11789 = ifLocalVar47_g11789;
+ float4 ifLocalVar35_g11789 = 0;
+ if( temp_output_43_0_g11789 >= 0.5 )
+ ifLocalVar35_g11789 = ifLocalVar44_g11789;
+ else
+ ifLocalVar35_g11789 = ifLocalVar45_g11789;
+ float4 break55_g11789 = ifLocalVar35_g11789;
+ float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
+ float4 break2_g11790 = temp_output_1_0_g11789;
+ float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
+ float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
+ float4 staticSwitch9_g11759 = appendResult30_g11789;
+ #else
+ float4 staticSwitch9_g11759 = staticSwitch43_g11759;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
+ float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
+ float3 In115_g11763 = temp_output_2_0_g11763;
+ float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11764 = temp_output_1_0_g11763;
+ float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11763 = _ColorReplaceSmoothness;
+ float Range115_g11763 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
+ float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
+ float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
+ float4 staticSwitch29_g11759 = appendResult4_g11763;
+ #else
+ float4 staticSwitch29_g11759 = staticSwitch9_g11759;
+ #endif
+ float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
+ float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
+ float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
+ float4 staticSwitch4_g11776 = appendResult8_g11776;
+ #else
+ float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
+ #endif
+ float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
+ float4 staticSwitch32_g11759 = appendResult4_g11799;
+ #else
+ float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
+ float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
+ float4 staticSwitch33_g11759 = appendResult6_g11774;
+ #else
+ float4 staticSwitch33_g11759 = staticSwitch32_g11759;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
+ float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
+ float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
+ float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
+ float4 staticSwitch36_g11759 = appendResult8_g11775;
+ #else
+ float4 staticSwitch36_g11759 = staticSwitch33_g11759;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
+ float4 break2_g11794 = temp_output_1_0_g11793;
+ float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
+ float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
+ float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
+ float4 staticSwitch30_g11759 = appendResult18_g11793;
+ #else
+ float4 staticSwitch30_g11759 = staticSwitch36_g11759;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
+ float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
+ float4 break12_g11771 = temp_output_1_0_g11771;
+ float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
+ float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
+ float4 staticSwitch20_g11759 = appendResult11_g11771;
+ #else
+ float4 staticSwitch20_g11759 = staticSwitch30_g11759;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
+ float4 break2_g11787 = temp_output_1_0_g11785;
+ float2 temp_output_65_0_g11785 = shaderPosition235;
+ float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
+ float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
+ float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
+ float4 staticSwitch17_g11759 = appendResult9_g11785;
+ #else
+ float4 staticSwitch17_g11759 = staticSwitch20_g11759;
+ #endif
+ float temp_output_39_0_g11759 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
+ float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
+ float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
+ float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch19_g11759 = appendResult6_g11777;
+ #else
+ float4 staticSwitch19_g11759 = staticSwitch17_g11759;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
+ float4 break2_g11783 = temp_output_1_0_g11781;
+ float2 uv_AddHueMask = IN.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
+ #else
+ float staticSwitch33_g11781 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
+ float4 staticSwitch23_g11759 = appendResult6_g11781;
+ #else
+ float4 staticSwitch23_g11759 = staticSwitch19_g11759;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
+ float4 break2_g11779 = temp_output_1_0_g11778;
+ float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
+ #else
+ float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
+ #endif
+ float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
+ float4 staticSwitch28_g11759 = appendResult21_g11778;
+ #else
+ float4 staticSwitch28_g11759 = staticSwitch23_g11759;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
+ float4 break2_g11767 = temp_output_1_0_g11766;
+ float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
+ float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
+ float4 staticSwitch38_g11759 = appendResult8_g11766;
+ #else
+ float4 staticSwitch38_g11759 = staticSwitch28_g11759;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
+ float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
+ float temp_output_179_0_g11768 = temp_output_39_0_g11759;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
+ #else
+ float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
+ #endif
+ float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11768 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
+ float2 appendResult10_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11769 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11769 = appendResult2_g11769;
+ #else
+ float2 staticSwitch9_g11769 = ( float2( 100,100 ) / appendResult10_g11769 );
+ #endif
+ float2 temp_output_25_0_g11768 = staticSwitch9_g11769;
+ float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
+ float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
+ #else
+ float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
+ #endif
+ float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
+ float4 staticSwitch12_g11759 = appendResult177_g11768;
+ #else
+ float4 staticSwitch12_g11759 = staticSwitch38_g11759;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
+ float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
+ float temp_output_186_0_g11796 = temp_output_39_0_g11759;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
+ #else
+ float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
+ #endif
+ float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11796 = 1.0;
+ #else
+ float staticSwitch203_g11796 = temp_output_182_0_g11796;
+ #endif
+ float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
+ float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11796 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
+ float2 appendResult10_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11798 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11798 = appendResult2_g11798;
+ #else
+ float2 staticSwitch9_g11798 = ( float2( 100,100 ) / appendResult10_g11798 );
+ #endif
+ float2 temp_output_25_0_g11796 = staticSwitch9_g11798;
+ float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
+ #else
+ float staticSwitch200_g11796 = lerpResult168_g11796;
+ #endif
+ float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
+ float4 staticSwitch13_g11759 = appendResult174_g11796;
+ #else
+ float4 staticSwitch13_g11759 = staticSwitch12_g11759;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
+ float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
+ #else
+ float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
+ #endif
+ float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11773 = 1.0;
+ #else
+ float staticSwitch203_g11773 = temp_output_182_0_g11773;
+ #endif
+ float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
+ float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
+ float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
+ #else
+ float staticSwitch200_g11773 = lerpResult168_g11773;
+ #endif
+ float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
+ float4 staticSwitch48_g11759 = appendResult174_g11773;
+ #else
+ float4 staticSwitch48_g11759 = staticSwitch13_g11759;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
+ float4 break2_g11761 = temp_output_5_0_g11760;
+ float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
+ float4 staticSwitch46_g11759 = appendResult12_g11760;
+ #else
+ float4 staticSwitch46_g11759 = staticSwitch48_g11759;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11759;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11801 = temp_output_361_0;
+ float4 break2_g11802 = temp_output_1_0_g11801;
+ float temp_output_44_0_g11801 = unity_OrthoParams.y;
+ float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
+ float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11801;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11804 = staticSwitch56;
+ float4 break2_g11806 = temp_output_1_0_g11804;
+ float temp_output_34_0_g11804 = shaderTime237;
+ float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
+ float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
+ float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
+ float4 staticSwitch57 = appendResult27_g11804;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11808 = staticSwitch57;
+ float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
+ float2 temp_output_41_0_g11808 = shaderPosition235;
+ float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
+ float temp_output_40_0_g11808 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
+ #else
+ float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
+ #endif
+ float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
+ float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
+ float4 break2_g11841 = temp_output_1_0_g11838;
+ float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
+ float4 staticSwitch26_g11808 = appendResult7_g11838;
+ #else
+ float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
+ float temp_output_59_0_g11831 = temp_output_40_0_g11808;
+ float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float4 break2_g11833 = temp_output_1_0_g11831;
+ float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
+ #else
+ float staticSwitch60_g11831 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
+ float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
+ float4 staticSwitch28_g11808 = appendResult8_g11831;
+ #else
+ float4 staticSwitch28_g11808 = staticSwitch26_g11808;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
+ float4 break2_g11824 = temp_output_1_0_g11823;
+ float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
+ float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
+ float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
+ float temp_output_73_0_g11823 = temp_output_40_0_g11808;
+ float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
+ float4 staticSwitch29_g11808 = appendResult26_g11823;
+ #else
+ float4 staticSwitch29_g11808 = staticSwitch28_g11808;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
+ float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
+ float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
+ float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
+ float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
+ float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
+ float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
+ float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
+ float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch32_g11808 = appendResult43_g11817;
+ #else
+ float4 staticSwitch32_g11808 = staticSwitch29_g11808;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
+ float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
+ float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
+ float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
+ float4 break2_g11815 = temp_output_1_0_g11813;
+ float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
+ float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch34_g11808 = appendResult29_g11813;
+ #else
+ float4 staticSwitch34_g11808 = staticSwitch32_g11808;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
+ float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
+ float4 break2_g11811 = temp_output_1_0_g11809;
+ float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
+ #else
+ float staticSwitch98_g11809 = _ShineFade;
+ #endif
+ float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
+ float4 staticSwitch36_g11808 = appendResult8_g11809;
+ #else
+ float4 staticSwitch36_g11808 = staticSwitch34_g11808;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11844 = temp_output_40_0_g11808;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
+ float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
+ float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
+ float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
+ float4 staticSwitch39_g11808 = appendResult27_g11844;
+ #else
+ float4 staticSwitch39_g11808 = staticSwitch36_g11808;
+ #endif
+ float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
+ float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
+ float temp_output_1_0_g11848 = temp_output_40_0_g11808;
+ float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
+ float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
+ float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
+ float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
+ float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
+ float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
+ float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
+ #else
+ float3 staticSwitch50_g11848 = lerpResult42_g11848;
+ #endif
+ float4 break2_g11850 = temp_output_10_0_g11848;
+ float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11848 = lerpResult44_g11848;
+ #else
+ float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
+ #endif
+ float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
+ float4 staticSwitch11_g11848 = appendResult19_g11848;
+ #else
+ float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
+ #endif
+ float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11853 = temp_output_1_0_g11853;
+ float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
+ float4 break2_g11854 = temp_output_1_0_g11853;
+ float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
+ float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
+ #else
+ float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
+ float4 staticSwitch33_g11853 = appendResult6_g11853;
+ #else
+ float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
+ #endif
+ float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11860 = temp_output_5_0_g11860;
+ float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
+ float temp_output_27_0_g11860 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
+ #else
+ float2 staticSwitch73_g11860 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11861 = _TextureLayer1Columns;
+ int Height10_g11861 = _TextureLayer1Rows;
+ float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11861 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
+ #else
+ float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
+ #endif
+ float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
+ float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
+ float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
+ float4 break2_g11862 = temp_output_5_0_g11860;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
+ #else
+ float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
+ #endif
+ float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
+ float4 staticSwitch15_g11860 = appendResult14_g11860;
+ #else
+ float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
+ #endif
+ float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11856 = temp_output_5_0_g11856;
+ float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
+ float temp_output_27_0_g11856 = temp_output_40_0_g11808;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
+ #else
+ float2 staticSwitch73_g11856 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11857 = _TextureLayer2Columns;
+ int Height10_g11857 = _TextureLayer2Rows;
+ float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11857 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
+ #else
+ float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
+ #endif
+ float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
+ float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
+ float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
+ float4 break2_g11858 = temp_output_5_0_g11856;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
+ #else
+ float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
+ #endif
+ float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
+ float4 staticSwitch15_g11856 = appendResult14_g11856;
+ #else
+ float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11856;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11864 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11864;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11865 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
+ float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11865;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11866 = staticSwitch75;
+ float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11866 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
+ float4 staticSwitch3_g11866 = appendResult3_g11867;
+ #else
+ float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
+ float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
+ float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
+ float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
+ float4 staticSwitch5_g11866 = appendResult3_g11875;
+ #else
+ float4 staticSwitch5_g11866 = staticSwitch3_g11866;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
+ float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
+ float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
+ float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
+ float4 staticSwitch8_g11866 = appendResult3_g11877;
+ #else
+ float4 staticSwitch8_g11866 = staticSwitch5_g11866;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
+ float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
+ float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
+ float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
+ float4 staticSwitch9_g11866 = appendResult3_g11873;
+ #else
+ float4 staticSwitch9_g11866 = staticSwitch8_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
+ float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11869 = rotatedValue136_g11869;
+ float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
+ float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
+ float4 staticSwitch11_g11866 = appendResult3_g11869;
+ #else
+ float4 staticSwitch11_g11866 = staticSwitch9_g11866;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
+ float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11871 = rotatedValue136_g11871;
+ float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
+ float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
+ float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
+ float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
+ float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
+ float4 staticSwitch15_g11866 = appendResult3_g11871;
+ #else
+ float4 staticSwitch15_g11866 = staticSwitch11_g11866;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
+ float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
+ float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
+ float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
+ float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
+ float4 staticSwitch13_g11866 = appendResult3_g11879;
+ #else
+ float4 staticSwitch13_g11866 = staticSwitch15_g11866;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
+ #else
+ float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
+ #endif
+ float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
+ float4 break2_g11884 = temp_output_1_0_g11882;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11882 = staticSwitch16_g11882;
+ #endif
+ float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
+ float4 staticSwitch5_g11881 = appendResult6_g11882;
+ #else
+ float4 staticSwitch5_g11881 = staticSwitch13_g11866;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
+ float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
+ float4 staticSwitch11_g11881 = appendResult13_g11885;
+ #else
+ float4 staticSwitch11_g11881 = staticSwitch5_g11881;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
+ float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
+ #else
+ float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
+ #endif
+ float4 break2_g11888 = temp_output_1_0_g11886;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
+ #else
+ float3 staticSwitch22_g11886 = staticSwitch21_g11886;
+ #endif
+ float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
+ float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
+ float4 staticSwitch7_g11881 = appendResult9_g11886;
+ #else
+ float4 staticSwitch7_g11881 = staticSwitch11_g11881;
+ #endif
+ float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11891 = temp_output_2_0_g11889;
+ float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
+ float2 appendResult10_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11890 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11890 = appendResult2_g11890;
+ #else
+ float2 staticSwitch9_g11890 = ( float2( 100,100 ) / appendResult10_g11890 );
+ #endif
+ float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11890 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11891 = appendResult85_g11889;
+ float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
+ float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
+ float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
+ float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
+ float4 staticSwitch82_g11889 = appendResult18_g11891;
+ #else
+ float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
+ #endif
+ float4 break4_g11892 = staticSwitch82_g11889;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11750 = 1.0;
+ #else
+ float staticSwitch8_g11750 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11750 = 1.0;
+ #else
+ float staticSwitch9_g11750 = staticSwitch8_g11750;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11750;
+ float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11892;
+ float4 temp_output_1_0_g11893 = temp_output_344_0;
+ float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11893;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11900 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
+ float4 staticSwitch6_g11900 = appendResult2_g11900;
+ #else
+ float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11900;
+
+
+ o.Normal = half3( 0, 0, 1 );
+
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = 0.0;
+ half AlphaClipThresholdShadow = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_SHADOW_ON
+ if (unity_LightShadowBias.z != 0.0)
+ clip(o.Alpha - AlphaClipThresholdShadow);
+ #ifdef _ALPHATEST_ON
+ else
+ clip(o.Alpha - AlphaClipThreshold);
+ #endif
+ #else
+ #ifdef _ALPHATEST_ON
+ clip(o.Alpha - AlphaClipThreshold);
+ #endif
+ #endif
+
+ #ifdef UNITY_STANDARD_USE_DITHER_MASK
+ half alphaRef = tex3D(_DitherMaskLOD, float3(IN.pos.xy*0.25,o.Alpha*0.9375)).a;
+ clip(alphaRef - 0.01);
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ SHADOW_CASTER_FRAGMENT(IN)
+ }
ENDCG
}
@@ -12974,2939 +16229,456 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
Pass
{
- Name "ShadowCaster"
- Tags { "LightMode"="ShadowCaster" }
+ Name "SceneSelectionPass"
+ Tags { "LightMode"="SceneSelectionPass" }
+
ZWrite On
- ZTest LEqual
- AlphaToMask Off
CGPROGRAM
- #define _ALPHABLEND_ON 1
- #define UNITY_STANDARD_USE_DITHER_MASK 1
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
- #pragma vertex vert
- #pragma fragment frag
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #pragma multi_compile_shadowcaster
- #ifndef UNITY_PASS_SHADOWCASTER
- #define UNITY_PASS_SHADOWCASTER
- #endif
- #include "HLSLSupport.cginc"
- #ifndef UNITY_INSTANCED_LOD_FADE
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #ifndef UNITY_INSTANCED_SH
- #define UNITY_INSTANCED_SH
- #endif
- #ifndef UNITY_INSTANCED_LIGHTMAPSTS
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
- struct appdata {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f {
- V2F_SHADOW_CASTER;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef UNITY_STANDARD_USE_DITHER_MASK
- sampler3D _DitherMaskLOD;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
-
-
- float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
- {
- original -= center;
- float C = cos( angle );
- float S = sin( angle );
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
- return mul( finalMatrix, original ) + center;
- }
-
- float MyCustomExpression16_g11712( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11710( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11668( float x )
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x/2.0)-0.5);
-
- float k = 0.5+0.5*sin(i);
- return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
- }
-
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
-
- float MyCustomExpression16_g11670( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11671( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11673( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11680( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11715( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0,1.0) / size;
- uvs -= pixel * float2(0.5,0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11752( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11754( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11758( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
- float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
- float d = q.x - min( q.w, q.y );
- float e = 1.0e-10;
- return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- float3 MyCustomExpression115_g11763( float3 In, float3 From, float3 To, float Fuzziness, float Range )
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB( float3 c )
- {
- float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
- }
-
- float MyCustomExpression16_g11786( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11770( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11797( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11805( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11843( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11840( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11825( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11827( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11820( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11818( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11814( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11851( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11849( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11857( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11868( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11876( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11878( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11874( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11870( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11872( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction (appdata v ) {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f,o);
- UNITY_TRANSFER_INSTANCE_ID(v,o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
- float4 screenPos = ComputeScreenPos( ase_positionCS );
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11895 = fixedUV475;
- float2 appendResult72_g11895 = (float2(( _SquishStretch * ( break77_g11895.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11895.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11895 + _ZeroVector );
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11896 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- float temp_output_8_0_g11896 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11896 = ( ( sin( ( temp_output_8_0_g11896 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11896 );
- #else
- float2 staticSwitch4_g11896 = temp_output_2_0_g11896;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11897 = temp_output_8_0_g11896;
- float3 rotatedValue21_g11897 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11897 * _VibrateRotation ) );
- float2 staticSwitch6_g11896 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11897 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11897).xy ) + staticSwitch4_g11896 );
- #else
- float2 staticSwitch6_g11896 = staticSwitch4_g11896;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11896 = ( staticSwitch6_g11896 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11896 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
- #else
- float2 staticSwitch10_g11896 = staticSwitch6_g11896;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11896;
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- float linValue16_g11712 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11709 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord3 = screenPos;
- o.ase_texcoord4.xyz = ase_positionWS;
-
- o.ase_texcoord2.xy = v.ase_texcoord.xy;
- o.ase_texcoord5 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord2.zw = 0;
- o.ase_texcoord4.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3( staticSwitch142 , 0.0 );
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert ( appdata v )
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction (InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata) 0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
- return VertexFunction(o);
- }
- #else
- v2f vert ( appdata v )
- {
- return VertexFunction( v );
- }
- #endif
-
- fixed4 frag (v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
-
- float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = IN.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord4.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11664 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11664 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11664 = spriteRectMax377;
- float2 break9_g11664 = float2( 0,0 );
- float2 break8_g11664 = float2( 1,1 );
- float2 appendResult15_g11664 = (float2((break9_g11664.x + (break14_g11664.x - break11_g11664.x) * (break8_g11664.x - break9_g11664.x) / (break10_g11664.x - break11_g11664.x)) , (break9_g11664.y + (break14_g11664.y - break11_g11664.y) * (break8_g11664.y - break9_g11664.y) / (break10_g11664.y - break11_g11664.y))));
- float2 staticSwitch366 = appendResult15_g11664;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11667 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11668 = _WindMinIntensity;
- #else
- float staticSwitch117_g11668 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11668 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11668 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11668 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11668 = _WindXPosition;
- #else
- float staticSwitch111_g11668 = transform62_g11668.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11668 = _WindNoiseScale;
- #else
- float staticSwitch113_g11668 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11665 = _TimeValue;
- #else
- float staticSwitch44_g11665 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11665 = UnscaledTime;
- #else
- float staticSwitch34_g11665 = staticSwitch44_g11665;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11665 = ( staticSwitch34_g11665 * _TimeSpeed );
- #else
- float staticSwitch37_g11665 = staticSwitch34_g11665;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11665 = ( floor( ( staticSwitch37_g11665 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11665 = staticSwitch37_g11665;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11665 = ( ( sin( ( staticSwitch38_g11665 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11665 = staticSwitch38_g11665;
- #endif
- float shaderTime237 = staticSwitch42_g11665;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11668 = ( shaderTime237 * _WindNoiseSpeed );
- #else
- float staticSwitch125_g11668 = WindTime;
- #endif
- float temp_output_50_0_g11668 = ( ( staticSwitch111_g11668 * staticSwitch113_g11668 ) + staticSwitch125_g11668 );
- float x101_g11668 = temp_output_50_0_g11668;
- float localFastNoise101_g11668 = FastNoise101_g11668( x101_g11668 );
- float2 temp_cast_0 = (temp_output_50_0_g11668).xx;
- float simplePerlin2D121_g11668 = snoise( temp_cast_0*0.5 );
- simplePerlin2D121_g11668 = simplePerlin2D121_g11668*0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11668 = simplePerlin2D121_g11668;
- #else
- float staticSwitch123_g11668 = ( localFastNoise101_g11668 + 0.5 );
- #endif
- float lerpResult86_g11668 = lerp( staticSwitch117_g11668 , staticSwitch118_g11668 , staticSwitch123_g11668);
- float clampResult29_g11668 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11668 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
- float2 temp_output_1_0_g11668 = temp_output_3_0_g11667;
- float temp_output_39_0_g11668 = ( temp_output_1_0_g11668.y + _WindFlip );
- float3 appendResult43_g11668 = (float3(0.5 , -_WindFlip , 0.0));
- float2 appendResult27_g11668 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11668 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11668 )));
- float3 rotatedValue19_g11668 = RotateAroundAxis( appendResult43_g11668, float3( ( appendResult27_g11668 + temp_output_1_0_g11668 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11668 * temp_output_39_0_g11668 ) );
- float2 staticSwitch4_g11667 = (rotatedValue19_g11668).xy;
- #else
- float2 staticSwitch4_g11667 = temp_output_3_0_g11667;
- #endif
- float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11666 = staticSwitch437;
- float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
- float2 texCoord23_g11666 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11666 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11666 = temp_output_61_0_g11666;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11666 = (IN.ase_texcoord5.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11666 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11666 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11666 = ( texCoord23_g11666 * ( appendResult28_g11666 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11666 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11666 = ( temp_output_61_0_g11666 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11666;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11669 = shaderPosition235;
- float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11669 * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
- float linValue16_g11671 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11669 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 );
- float2 appendResult189_g11669 = (float2(( localMyCustomExpression16_g11670 - 0.5 ) , ( localMyCustomExpression16_g11671 - 0.5 )));
- float2 staticSwitch83 = ( staticSwitch4_g11667 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11669 * _FullDistortionDistortion ) );
- #else
- float2 staticSwitch83 = staticSwitch4_g11667;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11672 = shaderPosition235;
- float linValue16_g11674 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionDistortionScale ) ).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
- float3 rotatedValue168_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11674 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
- float3 rotatedValue136_g11672 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11672 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11672 = rotatedValue136_g11672;
- float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11672 * _DirectionalDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
- float clampResult154_g11672 = clamp( ( ( break130_g11672.x + break130_g11672.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11673 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
- float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11672).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 )) ) ) );
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11677 = unity_OrthoParams.y;
- float temp_output_8_0_g11677 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11677 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11677 );
- float2 temp_cast_4 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11679 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
- float clampResult75_g11677 = clamp( localMyCustomExpression16_g11679 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11677).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11680 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11680 = MyCustomExpression16_g11680( linValue16_g11680 );
- float2 appendResult2_g11678 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11677 = (float2(( ( ( clampResult75_g11677 * ( localMyCustomExpression16_g11680 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11678 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11677 );
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11675 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11675;
- float linValue16_g11715 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 );
- float linValue16_g11676 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11675 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float glitchFade152 = ( max( localMyCustomExpression16_g11676 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11715 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11716 = staticSwitch62;
- float2 temp_output_26_0_g11716 = shaderPosition235;
- float temp_output_25_0_g11716 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11716 + ( _UVDistortSpeed * temp_output_25_0_g11716 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
- float2 lerpResult21_g11723 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11726);
- float2 appendResult2_g11725 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11724 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11723 = ( _UVDistortFade * ( tex2DNode3_g11724.r * tex2DNode3_g11724.a ) );
- #else
- float staticSwitch29_g11723 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11716 = ( temp_output_1_0_g11716 + ( lerpResult21_g11723 * ( 100.0 / appendResult2_g11725 ) * staticSwitch29_g11723 ) );
- #else
- float2 staticSwitch5_g11716 = temp_output_1_0_g11716;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11722 = staticSwitch5_g11716;
- float2 staticSwitch7_g11716 = ( temp_output_1_0_g11722 + ( ( temp_output_1_0_g11722 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11722 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
- #else
- float2 staticSwitch7_g11716 = staticSwitch5_g11716;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11721 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11716 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11716 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11716 = (rotatedValue36_g11721).xy;
- #else
- float2 staticSwitch9_g11716 = staticSwitch7_g11716;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11720 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11716 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11716 * _UVRotateSpeed * UNITY_PI ) );
- float2 staticSwitch16_g11716 = (rotatedValue8_g11720).xy;
- #else
- float2 staticSwitch16_g11716 = staticSwitch9_g11716;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11716 = ( ( _UVScrollSpeed * temp_output_25_0_g11716 ) + staticSwitch16_g11716 );
- #else
- float2 staticSwitch14_g11716 = staticSwitch16_g11716;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11718 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11718 = ( ( _PixelatePixelDensity * ( appendResult35_g11718 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11718 = clamp( ( floor( ( MultFactor30_g11718 * ( staticSwitch14_g11716 + ( float2( 0.5,0.5 ) / MultFactor30_g11718 ) ) ) ) / MultFactor30_g11718 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11716 = clampResult46_g11718;
- #else
- float2 staticSwitch4_g11716 = staticSwitch14_g11716;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11716 = ( ( ( staticSwitch4_g11716 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
- #else
- float2 staticSwitch24_g11716 = staticSwitch4_g11716;
- #endif
- float2 temp_output_1_0_g11727 = staticSwitch24_g11716;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11727 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11716.y + ( _WiggleSpeed * temp_output_25_0_g11716 ) ) ) ) * _WiggleOffset * _WiggleFade );
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11727 = ( temp_output_7_0_g11727 * temp_output_1_0_g11727.y );
- #else
- float staticSwitch18_g11727 = temp_output_7_0_g11727;
- #endif
- float2 appendResult12_g11727 = (float2(staticSwitch18_g11727 , 0.0));
- float2 staticSwitch13_g11727 = ( temp_output_1_0_g11727 + appendResult12_g11727 );
- #else
- float2 staticSwitch13_g11727 = temp_output_1_0_g11727;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11727;
- float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask );
- #endif
- float temp_output_4_0_g11711 = max( _FadingWidth , 0.001 );
- float linValue16_g11712 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11712 = MyCustomExpression16_g11712( linValue16_g11712 );
- float clampResult14_g11711 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11711 ) ) - localMyCustomExpression16_g11712 ) / temp_output_4_0_g11711 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11709 = shaderPosition235;
- float linValue16_g11710 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11709 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11710 = MyCustomExpression16_g11710( linValue16_g11710 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11709 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11709 ) + ( localMyCustomExpression16_g11710 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11711;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11709;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11728 = staticSwitch485;
- float2 break11_g11728 = float2( 0,0 );
- float2 break10_g11728 = float2( 1,1 );
- float2 break9_g11728 = spriteRectMin376;
- float2 break8_g11728 = spriteRectMax377;
- float2 appendResult15_g11728 = (float2((break9_g11728.x + (break14_g11728.x - break11_g11728.x) * (break8_g11728.x - break9_g11728.x) / (break10_g11728.x - break11_g11728.x)) , (break9_g11728.y + (break14_g11728.y - break11_g11728.y) * (break8_g11728.y - break9_g11728.y) / (break10_g11728.y - break11_g11728.y))));
- float2 staticSwitch371 = min( max( appendResult15_g11728 , spriteRectMin376 ) , spriteRectMax377 );
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11729 ) ) / appendResult7_g11729 ) );
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11730 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11731 = _MainTex;
- float4 textureTexelSize3_g11731 = _MainTex_TexelSize;
- float2 uvs3_g11731 = temp_output_1_0_g11730;
- float4 localtexturePointSmooth3_g11731 = texturePointSmooth( tex3_g11731 , textureTexelSize3_g11731 , uvs3_g11731 );
- float4 staticSwitch8_g11730 = localtexturePointSmooth3_g11731;
- #else
- float4 staticSwitch8_g11730 = tex2D( _MainTex, temp_output_1_0_g11730 );
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11732 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
- float temp_output_2_0_g11742 = temp_output_10_0_g11732;
- float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0));
- float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 );
- float2 temp_output_7_0_g11732 = temp_output_1_0_g11730;
- float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,1 ) ) );
- float2 temp_output_1_0_g11744 = temp_output_1_0_g11742;
- float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742));
- float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 );
- float2 temp_output_1_0_g11743 = temp_output_1_0_g11742;
- float temp_output_2_0_g11733 = temp_output_10_0_g11732;
- float2 appendResult16_g11733 = (float2(temp_output_2_0_g11733 , 0.0));
- float2 appendResult25_g11735 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11735 = ( appendResult16_g11733 * appendResult25_g11735 );
- float2 temp_output_1_0_g11733 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,1 ) ) );
- float2 temp_output_1_0_g11735 = temp_output_1_0_g11733;
- float2 appendResult17_g11733 = (float2(0.0 , temp_output_2_0_g11733));
- float2 appendResult25_g11734 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11734 = ( appendResult17_g11733 * appendResult25_g11734 );
- float2 temp_output_1_0_g11734 = temp_output_1_0_g11733;
- float temp_output_2_0_g11739 = temp_output_10_0_g11732;
- float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0));
- float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 );
- float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( -1,-1 ) ) );
- float2 temp_output_1_0_g11741 = temp_output_1_0_g11739;
- float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739));
- float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 );
- float2 temp_output_1_0_g11740 = temp_output_1_0_g11739;
- float temp_output_2_0_g11736 = temp_output_10_0_g11732;
- float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0));
- float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 );
- float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11732 + ( temp_output_10_0_g11732 * float2( 1,-1 ) ) );
- float2 temp_output_1_0_g11738 = temp_output_1_0_g11736;
- float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736));
- float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 );
- float2 temp_output_1_0_g11737 = temp_output_1_0_g11736;
- float4 staticSwitch3_g11730 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11735 + temp_output_1_0_g11735 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11734 + temp_output_1_0_g11734 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) ) * 0.0625 );
- #else
- float4 staticSwitch3_g11730 = staticSwitch8_g11730;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11745 = temp_output_1_0_g11730;
- float4 tex2DNode4_g11745 = tex2D( _MainTex, temp_output_1_0_g11745 );
- float temp_output_2_0_g11746 = _SharpenOffset;
- float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 );
- float2 temp_output_1_0_g11746 = temp_output_1_0_g11745;
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11746;
- float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746));
- float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 );
- float2 temp_output_1_0_g11747 = temp_output_1_0_g11746;
- float4 break22_g11745 = ( tex2DNode4_g11745 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) / 4.0 ) - tex2DNode4_g11745 ) * ( _SharpenFactor * _SharpenFade ) ) );
- float clampResult23_g11745 = clamp( break22_g11745.a , 0.0 , 1.0 );
- float4 appendResult24_g11745 = (float4(break22_g11745.r , break22_g11745.g , break22_g11745.b , clampResult23_g11745));
- float4 staticSwitch12_g11730 = appendResult24_g11745;
- #else
- float4 staticSwitch12_g11730 = staticSwitch3_g11730;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11730;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11749 = temp_output_471_0;
- float4 appendResult8_g11749 = (float4(( (temp_output_1_0_g11749).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11749.a));
- float4 staticSwitch354 = appendResult8_g11749;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11750 = originalColor191;
- float4 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float2 temp_output_7_0_g11750 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11751 = temp_output_7_0_g11750;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11752 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11751 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11752 = MyCustomExpression16_g11752( linValue16_g11752 );
- float clampResult28_g11751 = clamp( ( ( ( localMyCustomExpression16_g11752 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11751 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11751 = lerp( (temp_output_1_0_g11751).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11751 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11751 = (float4(lerpResult34_g11751 , ( clampResult28_g11751 * _SmokeAlpha * temp_output_1_0_g11751.a )));
- float4 staticSwitch2_g11750 = appendResult31_g11751;
- #else
- float4 staticSwitch2_g11750 = temp_output_1_0_g11750;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11753 = staticSwitch2_g11750;
- float2 temp_output_57_0_g11753 = temp_output_7_0_g11750;
- float4 tex2DNode3_g11753 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11753 );
- float linValue16_g11754 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11753 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11754 = MyCustomExpression16_g11754( linValue16_g11754 );
- float clampResult37_g11753 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11753.r + ( localMyCustomExpression16_g11754 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11753 = (float4((temp_output_1_0_g11753).rgb , ( temp_output_1_0_g11753.a * pow( clampResult37_g11753 , ( _CustomFadeSmoothness / max( tex2DNode3_g11753.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11750 = appendResult13_g11753;
- #else
- float4 staticSwitch3_g11750 = staticSwitch2_g11750;
- #endif
- float4 temp_output_1_0_g11755 = staticSwitch3_g11750;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11756 = temp_output_1_0_g11755;
- float2 appendResult4_g11756 = (float2(ase_positionWS.x , ase_positionWS.y));
- float2 temp_output_44_0_g11756 = ( appendResult4_g11756 * _CheckerboardTiling * 0.5 );
- float2 break12_g11756 = step( ( ceil( temp_output_44_0_g11756 ) - temp_output_44_0_g11756 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11756 = (float4(( (temp_output_1_0_g11756).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11756.x + break12_g11756.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11756.a));
- float4 staticSwitch2_g11755 = appendResult42_g11756;
- #else
- float4 staticSwitch2_g11755 = temp_output_1_0_g11755;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11757 = finalUV146;
- float linValue16_g11758 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11757 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 );
- float saferPower57_g11757 = abs( max( ( temp_output_75_0_g11757.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11757 = max( _FlameRadius , 0.01 );
- float clampResult70_g11757 = clamp( ( ( ( localMyCustomExpression16_g11758 * pow( saferPower57_g11757 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11757 - distance( temp_output_75_0_g11757 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11757 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11757 = ( clampResult70_g11757 * _FlameBrightness );
- float4 appendResult31_g11757 = (float4(temp_output_63_0_g11757 , temp_output_63_0_g11757 , temp_output_63_0_g11757 , clampResult70_g11757));
- float4 staticSwitch6_g11755 = ( appendResult31_g11757 * staticSwitch2_g11755 );
- #else
- float4 staticSwitch6_g11755 = staticSwitch2_g11755;
- #endif
- float4 temp_output_3_0_g11759 = staticSwitch6_g11755;
- float4 temp_output_1_0_g11791 = temp_output_3_0_g11759;
- float4 appendResult91_g11791 = (float4((temp_output_1_0_g11791).rgb , 1.0));
- float2 temp_output_1_0_g11759 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11791 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch81_g11791 = appendResult91_g11791;
- #endif
- float3 break82_g11791 = (staticSwitch81_g11791).xyz;
- float temp_output_84_0_g11791 = max( ( break82_g11791.x + break82_g11791.y + break82_g11791.z ) , 0.001 );
- float4 break71_g11791 = ( ( _RecolorRGBRedTint * ( break82_g11791.x / temp_output_84_0_g11791 ) ) + ( _RecolorRGBGreenTint * ( break82_g11791.y / temp_output_84_0_g11791 ) ) + ( ( break82_g11791.z / temp_output_84_0_g11791 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11791 = (float3(break71_g11791.r , break71_g11791.g , break71_g11791.b));
- float4 break2_g11792 = temp_output_1_0_g11791;
- float saferPower57_g11791 = abs( ( ( break2_g11792.x + break2_g11792.x + break2_g11792.y + break2_g11792.y + break2_g11792.y + break2_g11792.z ) / 6.0 ) );
- float3 lerpResult26_g11791 = lerp( (temp_output_1_0_g11791).rgb , ( appendResult56_g11791 * pow( saferPower57_g11791 , ( max( break71_g11791.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11791.w * _RecolorRGBFade ));
- float4 appendResult30_g11791 = (float4(lerpResult26_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch43_g11759 = appendResult30_g11791;
- #else
- float4 staticSwitch43_g11759 = temp_output_3_0_g11759;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11789 = staticSwitch43_g11759;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11789 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11759 );
- #else
- float4 staticSwitch62_g11789 = temp_output_1_0_g11789;
- #endif
- float3 hsvTorgb33_g11789 = RGBToHSV( staticSwitch62_g11789.rgb );
- float temp_output_43_0_g11789 = ( ( hsvTorgb33_g11789.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.8333333 )
- ifLocalVar46_g11789 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11789 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.6666667 )
- ifLocalVar44_g11789 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11789 = ifLocalVar46_g11789;
- float4 ifLocalVar47_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.3333333 )
- ifLocalVar47_g11789 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11789 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11789 = 0;
- if( temp_output_43_0_g11789 <= 0.1666667 )
- ifLocalVar45_g11789 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11789 = ifLocalVar47_g11789;
- float4 ifLocalVar35_g11789 = 0;
- if( temp_output_43_0_g11789 >= 0.5 )
- ifLocalVar35_g11789 = ifLocalVar44_g11789;
- else
- ifLocalVar35_g11789 = ifLocalVar45_g11789;
- float4 break55_g11789 = ifLocalVar35_g11789;
- float3 appendResult56_g11789 = (float3(break55_g11789.r , break55_g11789.g , break55_g11789.b));
- float4 break2_g11790 = temp_output_1_0_g11789;
- float saferPower57_g11789 = abs( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) );
- float3 lerpResult26_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( appendResult56_g11789 * pow( saferPower57_g11789 , max( ( break55_g11789.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11789.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11789 = (float4(lerpResult26_g11789 , temp_output_1_0_g11789.a));
- float4 staticSwitch9_g11759 = appendResult30_g11789;
- #else
- float4 staticSwitch9_g11759 = staticSwitch43_g11759;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11763 = staticSwitch9_g11759;
- float3 temp_output_2_0_g11763 = (temp_output_1_0_g11763).rgb;
- float3 In115_g11763 = temp_output_2_0_g11763;
- float3 From115_g11763 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11764 = temp_output_1_0_g11763;
- float3 To115_g11763 = ( pow( max( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11763 = _ColorReplaceSmoothness;
- float Range115_g11763 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11763 = MyCustomExpression115_g11763( In115_g11763 , From115_g11763 , To115_g11763 , Fuzziness115_g11763 , Range115_g11763 );
- float3 lerpResult112_g11763 = lerp( temp_output_2_0_g11763 , localMyCustomExpression115_g11763 , _ColorReplaceFade);
- float4 appendResult4_g11763 = (float4(lerpResult112_g11763 , temp_output_1_0_g11763.a));
- float4 staticSwitch29_g11759 = appendResult4_g11763;
- #else
- float4 staticSwitch29_g11759 = staticSwitch9_g11759;
- #endif
- float4 temp_output_1_0_g11776 = staticSwitch29_g11759;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11776 = (temp_output_1_0_g11776).rgb;
- float3 lerpResult3_g11776 = lerp( temp_output_9_0_g11776 , ( 1.0 - temp_output_9_0_g11776 ) , _NegativeFade);
- float4 appendResult8_g11776 = (float4(lerpResult3_g11776 , temp_output_1_0_g11776.a));
- float4 staticSwitch4_g11776 = appendResult8_g11776;
- #else
- float4 staticSwitch4_g11776 = temp_output_1_0_g11776;
- #endif
- float4 temp_output_57_0_g11759 = staticSwitch4_g11776;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11799 = temp_output_57_0_g11759;
- float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11799 = (float4(pow( max( (temp_output_1_0_g11799).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11799.a));
- float4 staticSwitch32_g11759 = appendResult4_g11799;
- #else
- float4 staticSwitch32_g11759 = temp_output_57_0_g11759;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11774 = staticSwitch32_g11759;
- float4 appendResult6_g11774 = (float4(( (temp_output_2_0_g11774).rgb * _Brightness ) , temp_output_2_0_g11774.a));
- float4 staticSwitch33_g11759 = appendResult6_g11774;
- #else
- float4 staticSwitch33_g11759 = staticSwitch32_g11759;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11775 = staticSwitch33_g11759;
- float3 hsvTorgb1_g11775 = RGBToHSV( temp_output_2_0_g11775.rgb );
- float3 hsvTorgb3_g11775 = HSVToRGB( float3(( hsvTorgb1_g11775.x + _Hue ),hsvTorgb1_g11775.y,hsvTorgb1_g11775.z) );
- float4 appendResult8_g11775 = (float4(hsvTorgb3_g11775 , temp_output_2_0_g11775.a));
- float4 staticSwitch36_g11759 = appendResult8_g11775;
- #else
- float4 staticSwitch36_g11759 = staticSwitch33_g11759;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11793 = staticSwitch36_g11759;
- float4 break2_g11794 = temp_output_1_0_g11793;
- float temp_output_3_0_g11793 = ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 );
- float clampResult25_g11793 = clamp( ( ( ( ( temp_output_3_0_g11793 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11793 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11793);
- float3 lerpResult11_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( lerpResult6_g11793 * pow( max( temp_output_3_0_g11793 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11793 = (float4(lerpResult11_g11793 , temp_output_1_0_g11793.a));
- float4 staticSwitch30_g11759 = appendResult18_g11793;
- #else
- float4 staticSwitch30_g11759 = staticSwitch36_g11759;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11771 = staticSwitch30_g11759;
- float3 temp_output_4_0_g11771 = (temp_output_1_0_g11771).rgb;
- float4 break12_g11771 = temp_output_1_0_g11771;
- float3 lerpResult7_g11771 = lerp( temp_output_4_0_g11771 , ( temp_output_4_0_g11771 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11771.r , break12_g11771.g ) , break12_g11771.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11771 = lerp( temp_output_4_0_g11771 , lerpResult7_g11771 , _BlackTintFade);
- float4 appendResult11_g11771 = (float4(lerpResult13_g11771 , break12_g11771.a));
- float4 staticSwitch20_g11759 = appendResult11_g11771;
- #else
- float4 staticSwitch20_g11759 = staticSwitch30_g11759;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11785 = staticSwitch20_g11759;
- float4 break2_g11787 = temp_output_1_0_g11785;
- float2 temp_output_65_0_g11785 = shaderPosition235;
- float linValue16_g11786 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11785 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11786 = MyCustomExpression16_g11786( linValue16_g11786 );
- float clampResult53_g11785 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11785 ) ) + ( localMyCustomExpression16_g11786 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11785 = lerp( (temp_output_1_0_g11785).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11785 ));
- float4 appendResult9_g11785 = (float4(lerpResult7_g11785 , (temp_output_1_0_g11785).a));
- float4 staticSwitch17_g11759 = appendResult9_g11785;
- #else
- float4 staticSwitch17_g11759 = staticSwitch20_g11759;
- #endif
- float temp_output_39_0_g11759 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11777 = staticSwitch17_g11759;
- float3 hsvTorgb15_g11777 = RGBToHSV( (temp_output_1_0_g11777).rgb );
- float3 hsvTorgb19_g11777 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _ShiftHueSpeed ) + hsvTorgb15_g11777.x ),hsvTorgb15_g11777.y,hsvTorgb15_g11777.z) );
- float4 appendResult6_g11777 = (float4(hsvTorgb19_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch19_g11759 = appendResult6_g11777;
- #else
- float4 staticSwitch19_g11759 = staticSwitch17_g11759;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11759 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11781 = staticSwitch19_g11759;
- float4 break2_g11783 = temp_output_1_0_g11781;
- float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11782 = tex2D( _AddHueMask, uv_AddHueMask );
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11781 = ( _AddHueFade * ( tex2DNode3_g11782.r * tex2DNode3_g11782.a ) );
- #else
- float staticSwitch33_g11781 = _AddHueFade;
- #endif
- float4 appendResult6_g11781 = (float4(( ( hsvTorgb19_g11781 * pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11781 ) + (temp_output_1_0_g11781).rgb ) , temp_output_1_0_g11781.a));
- float4 staticSwitch23_g11759 = appendResult6_g11781;
- #else
- float4 staticSwitch23_g11759 = staticSwitch19_g11759;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11778 = staticSwitch23_g11759;
- float4 break2_g11779 = temp_output_1_0_g11778;
- float3 temp_output_13_0_g11778 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11778 = tex2D( _SineGlowMask, uv_SineGlowMask );
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11778 = ( (tex2DNode30_g11778).rgb * temp_output_13_0_g11778 * tex2DNode30_g11778.a );
- #else
- float3 staticSwitch27_g11778 = temp_output_13_0_g11778;
- #endif
- float4 appendResult21_g11778 = (float4(( (temp_output_1_0_g11778).rgb + ( pow( max( ( ( break2_g11779.x + break2_g11779.x + break2_g11779.y + break2_g11779.y + break2_g11779.y + break2_g11779.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11778 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11759 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11778.a));
- float4 staticSwitch28_g11759 = appendResult21_g11778;
- #else
- float4 staticSwitch28_g11759 = staticSwitch23_g11759;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11766 = staticSwitch28_g11759;
- float4 break2_g11767 = temp_output_1_0_g11766;
- float3 temp_cast_46 = (( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11766 = lerp( temp_cast_46 , (temp_output_1_0_g11766).rgb , _Saturation);
- float4 appendResult8_g11766 = (float4(lerpResult5_g11766 , temp_output_1_0_g11766.a));
- float4 staticSwitch38_g11759 = appendResult8_g11766;
- #else
- float4 staticSwitch38_g11759 = staticSwitch28_g11759;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11768 = staticSwitch38_g11759;
- float3 temp_output_82_0_g11768 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11768 = temp_output_1_0_g11759;
- float temp_output_179_0_g11768 = temp_output_39_0_g11759;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11768 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11768 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11768 ) ) )).rgb * temp_output_82_0_g11768 );
- #else
- float3 staticSwitch187_g11768 = temp_output_82_0_g11768;
- #endif
- float linValue16_g11770 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11768 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11768 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11770 = MyCustomExpression16_g11770( linValue16_g11770 );
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11768 = ( ( localMyCustomExpression16_g11770 - 0.5 ) * _InnerOutlineDistortionIntensity );
- #else
- float2 staticSwitch169_g11768 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11768 = ( staticSwitch169_g11768 + temp_output_7_0_g11768 );
- float2 appendResult2_g11769 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11768 = ( 100.0 / appendResult2_g11769 );
- float temp_output_178_0_g11768 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11768 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11768 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11768 ) ) ).a ) ) );
- float3 lerpResult176_g11768 = lerp( (temp_output_15_0_g11768).rgb , staticSwitch187_g11768 , temp_output_178_0_g11768);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11768 = ( temp_output_178_0_g11768 * temp_output_15_0_g11768.a );
- #else
- float staticSwitch188_g11768 = temp_output_15_0_g11768.a;
- #endif
- float4 appendResult177_g11768 = (float4(lerpResult176_g11768 , staticSwitch188_g11768));
- float4 staticSwitch12_g11759 = appendResult177_g11768;
- #else
- float4 staticSwitch12_g11759 = staticSwitch38_g11759;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11796 = staticSwitch12_g11759;
- float3 temp_output_82_0_g11796 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11796 = temp_output_1_0_g11759;
- float temp_output_186_0_g11796 = temp_output_39_0_g11759;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11796 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11796 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11796 ) ) )).rgb * temp_output_82_0_g11796 );
- #else
- float3 staticSwitch199_g11796 = temp_output_82_0_g11796;
- #endif
- float temp_output_182_0_g11796 = ( ( 1.0 - temp_output_15_0_g11796.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11796 = 1.0;
- #else
- float staticSwitch203_g11796 = temp_output_182_0_g11796;
- #endif
- float3 lerpResult178_g11796 = lerp( (temp_output_15_0_g11796).rgb , staticSwitch199_g11796 , staticSwitch203_g11796);
- float3 lerpResult170_g11796 = lerp( lerpResult178_g11796 , staticSwitch199_g11796 , staticSwitch203_g11796);
- float linValue16_g11797 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11796 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11796 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11797 = MyCustomExpression16_g11797( linValue16_g11797 );
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11796 = ( ( localMyCustomExpression16_g11797 - 0.5 ) * _OuterOutlineDistortionIntensity );
- #else
- float2 staticSwitch157_g11796 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11796 = ( staticSwitch157_g11796 + temp_output_7_0_g11796 );
- float2 appendResult2_g11798 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11796 = ( 100.0 / appendResult2_g11798 );
- float lerpResult168_g11796 = lerp( temp_output_15_0_g11796.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11796 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11796 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11796 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11796 = ( temp_output_182_0_g11796 * lerpResult168_g11796 );
- #else
- float staticSwitch200_g11796 = lerpResult168_g11796;
- #endif
- float4 appendResult174_g11796 = (float4(lerpResult170_g11796 , staticSwitch200_g11796));
- float4 staticSwitch13_g11759 = appendResult174_g11796;
- #else
- float4 staticSwitch13_g11759 = staticSwitch12_g11759;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11773 = staticSwitch13_g11759;
- float3 temp_output_82_0_g11773 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11773 = temp_output_1_0_g11759;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11773 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11773 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11759 ) ) )).rgb * temp_output_82_0_g11773 );
- #else
- float3 staticSwitch199_g11773 = temp_output_82_0_g11773;
- #endif
- float temp_output_213_0_g11773 = ( _PixelOutlineFade * step( temp_output_15_0_g11773.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11773 = ( ( 1.0 - temp_output_15_0_g11773.a ) * min( ( temp_output_213_0_g11773 * 3.0 ) , 1.0 ) );
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11773 = 1.0;
- #else
- float staticSwitch203_g11773 = temp_output_182_0_g11773;
- #endif
- float3 lerpResult178_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch199_g11773 , staticSwitch203_g11773);
- float3 lerpResult170_g11773 = lerp( lerpResult178_g11773 , staticSwitch199_g11773 , staticSwitch203_g11773);
- float2 appendResult206_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11773 = ( float2( 1,1 ) / appendResult206_g11773 );
- float lerpResult168_g11773 = lerp( temp_output_15_0_g11773.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11773 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11773 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11773);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11773 = ( temp_output_182_0_g11773 * lerpResult168_g11773 );
- #else
- float staticSwitch200_g11773 = lerpResult168_g11773;
- #endif
- float4 appendResult174_g11773 = (float4(lerpResult170_g11773 , staticSwitch200_g11773));
- float4 staticSwitch48_g11759 = appendResult174_g11773;
- #else
- float4 staticSwitch48_g11759 = staticSwitch13_g11759;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11760 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11759 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11760 = staticSwitch48_g11759;
- float4 break2_g11761 = temp_output_5_0_g11760;
- float4 appendResult12_g11760 = (float4(( ( lerpResult15_g11760 * _PingPongGlowFade * pow( max( ( ( break2_g11761.x + break2_g11761.x + break2_g11761.y + break2_g11761.y + break2_g11761.y + break2_g11761.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11760).rgb ) , temp_output_5_0_g11760.a));
- float4 staticSwitch46_g11759 = appendResult12_g11760;
- #else
- float4 staticSwitch46_g11759 = staticSwitch48_g11759;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11759;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11801 = temp_output_361_0;
- float4 break2_g11802 = temp_output_1_0_g11801;
- float temp_output_44_0_g11801 = unity_OrthoParams.y;
- float4 appendResult22_g11801 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11802.x + break2_g11802.x + break2_g11802.y + break2_g11802.y + break2_g11802.y + break2_g11802.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11801 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11801 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11801.a )));
- float4 lerpResult37_g11801 = lerp( temp_output_1_0_g11801 , appendResult22_g11801 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11801;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11804 = staticSwitch56;
- float4 break2_g11806 = temp_output_1_0_g11804;
- float temp_output_34_0_g11804 = shaderTime237;
- float linValue16_g11805 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11804 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11805 = MyCustomExpression16_g11805( linValue16_g11805 );
- float3 hsvTorgb3_g11807 = HSVToRGB( float3(( localMyCustomExpression16_g11805 + ( temp_output_34_0_g11804 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11804 = lerp( (temp_output_1_0_g11804).rgb , ( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11807 ) , glitchFade152);
- float4 appendResult27_g11804 = (float4(lerpResult23_g11804 , temp_output_1_0_g11804.a));
- float4 staticSwitch57 = appendResult27_g11804;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11808 = staticSwitch57;
- float4 temp_output_1_0_g11838 = temp_output_3_0_g11808;
- float2 temp_output_41_0_g11808 = shaderPosition235;
- float2 temp_output_99_0_g11838 = temp_output_41_0_g11808;
- float temp_output_40_0_g11808 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11843 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11808 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11838 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 );
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11838 = ( ( ( localMyCustomExpression16_g11843 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11838 );
- #else
- float2 staticSwitch101_g11838 = temp_output_99_0_g11838;
- #endif
- float linValue16_g11840 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11838 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11840 = MyCustomExpression16_g11840( linValue16_g11840 );
- float clampResult52_g11838 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11840 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11838 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11838 ) , clampResult52_g11838);
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11838 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float clampResult65_g11838 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11842 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11838 = lerp( lerpResult55_g11838 , ( _CamouflageColorB * clampResult65_g11838 ) , clampResult65_g11838);
- float4 break2_g11841 = temp_output_1_0_g11838;
- float3 lerpResult4_g11838 = lerp( (temp_output_1_0_g11838).rgb , ( (lerpResult68_g11838).rgb * pow( max( ( ( break2_g11841.x + break2_g11841.x + break2_g11841.y + break2_g11841.y + break2_g11841.y + break2_g11841.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11838 = (float4(lerpResult4_g11838 , temp_output_1_0_g11838.a));
- float4 staticSwitch26_g11808 = appendResult7_g11838;
- #else
- float4 staticSwitch26_g11808 = temp_output_3_0_g11808;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11831 = staticSwitch26_g11808;
- float temp_output_59_0_g11831 = temp_output_40_0_g11808;
- float2 temp_output_58_0_g11831 = temp_output_41_0_g11808;
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11831 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11831 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11832 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11831 * _MetalNoiseSpeed ) + temp_output_58_0_g11831 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float4 break2_g11833 = temp_output_1_0_g11831;
- float temp_output_5_0_g11831 = ( ( break2_g11833.x + break2_g11833.x + break2_g11833.y + break2_g11833.y + break2_g11833.y + break2_g11833.z ) / 6.0 );
- float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11836 = tex2D( _MetalMask, uv_MetalMask );
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11831 = ( _MetalFade * ( tex2DNode3_g11836.r * tex2DNode3_g11836.a ) );
- #else
- float staticSwitch60_g11831 = _MetalFade;
- #endif
- float4 lerpResult45_g11831 = lerp( temp_output_1_0_g11831 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11834 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11831 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11831);
- float4 appendResult8_g11831 = (float4((lerpResult45_g11831).rgb , (temp_output_1_0_g11831).a));
- float4 staticSwitch28_g11808 = appendResult8_g11831;
- #else
- float4 staticSwitch28_g11808 = staticSwitch26_g11808;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11823 = staticSwitch28_g11808;
- float4 break2_g11824 = temp_output_1_0_g11823;
- float temp_output_7_0_g11823 = ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 );
- float2 temp_output_72_0_g11823 = temp_output_41_0_g11808;
- float linValue16_g11825 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11823 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11825 = MyCustomExpression16_g11825( linValue16_g11825 );
- float temp_output_73_0_g11823 = temp_output_40_0_g11808;
- float linValue16_g11827 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11823 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11823 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11827 = MyCustomExpression16_g11827( linValue16_g11827 );
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11827 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11823 * _FrozenHighlightSpeed ) + temp_output_72_0_g11823 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 lerpResult57_g11823 = lerp( (temp_output_1_0_g11823).rgb , ( ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11825 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11828 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11823 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11823 = (float4(lerpResult57_g11823 , temp_output_1_0_g11823.a));
- float4 staticSwitch29_g11808 = appendResult26_g11823;
- #else
- float4 staticSwitch29_g11808 = staticSwitch28_g11808;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11817 = staticSwitch29_g11808;
- float3 temp_output_28_0_g11817 = (temp_output_1_0_g11817).rgb;
- float4 break2_g11821 = float4( temp_output_28_0_g11817 , 0.0 );
- float2 temp_output_72_0_g11817 = temp_output_41_0_g11808;
- float linValue16_g11820 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11820 = MyCustomExpression16_g11820( linValue16_g11820 );
- float linValue16_g11818 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11820 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11817 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 );
- float clampResult68_g11817 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11818 ) , 0.0 , 1.0 );
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11817 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float temp_output_15_0_g11817 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11817 , _BurnPosition ) ) + ( localMyCustomExpression16_g11819 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11817 = clamp( temp_output_15_0_g11817 , 0.0 , 1.0 );
- float3 lerpResult29_g11817 = lerp( temp_output_28_0_g11817 , ( pow( max( ( ( break2_g11821.x + break2_g11821.x + break2_g11821.y + break2_g11821.y + break2_g11821.y + break2_g11821.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11817 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11817);
- float3 lerpResult40_g11817 = lerp( temp_output_28_0_g11817 , ( lerpResult29_g11817 + ( ( step( temp_output_15_0_g11817 , 1.0 ) * step( 0.0 , temp_output_15_0_g11817 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11817 = (float4(lerpResult40_g11817 , temp_output_1_0_g11817.a));
- float4 staticSwitch32_g11808 = appendResult43_g11817;
- #else
- float4 staticSwitch32_g11808 = staticSwitch29_g11808;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11813 = temp_output_41_0_g11808;
- float linValue16_g11814 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11813 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11814 = MyCustomExpression16_g11814( linValue16_g11814 );
- float3 hsvTorgb3_g11816 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11813 , _RainbowCenter ) + ( localMyCustomExpression16_g11814 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11808 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11813 = RGBToHSV( hsvTorgb3_g11816 );
- float3 hsvTorgb37_g11813 = HSVToRGB( float3(hsvTorgb36_g11813.x,_RainbowSaturation,( hsvTorgb36_g11813.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11813 = staticSwitch32_g11808;
- float4 break2_g11815 = temp_output_1_0_g11813;
- float saferPower24_g11813 = abs( ( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 ) );
- float4 appendResult29_g11813 = (float4(( ( hsvTorgb37_g11813 * pow( saferPower24_g11813 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11813).rgb ) , temp_output_1_0_g11813.a));
- float4 staticSwitch34_g11808 = appendResult29_g11813;
- #else
- float4 staticSwitch34_g11808 = staticSwitch32_g11808;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11809 = staticSwitch34_g11808;
- float3 temp_output_57_0_g11809 = (temp_output_1_0_g11809).rgb;
- float4 break2_g11811 = temp_output_1_0_g11809;
- float3 temp_cast_69 = (( ( break2_g11811.x + break2_g11811.x + break2_g11811.y + break2_g11811.y + break2_g11811.y + break2_g11811.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11809 = lerp( temp_cast_69 , temp_output_57_0_g11809 , _ShineSaturation);
- float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11809 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11808 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
- float temp_output_103_0_g11809 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11809 = clamp( ( ( ( sin( ( rotatedValue69_g11809.x - ( temp_output_40_0_g11808 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11809 ) ) / temp_output_103_0_g11809 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11810 = tex2D( _ShineMask, uv_ShineMask );
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11809 = ( _ShineFade * ( tex2DNode3_g11810.r * tex2DNode3_g11810.a ) );
- #else
- float staticSwitch98_g11809 = _ShineFade;
- #endif
- float4 appendResult8_g11809 = (float4(( temp_output_57_0_g11809 + ( ( pow( max( lerpResult92_g11809 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11809 * staticSwitch98_g11809 ) ) , (temp_output_1_0_g11809).a));
- float4 staticSwitch36_g11808 = appendResult8_g11809;
- #else
- float4 staticSwitch36_g11808 = staticSwitch34_g11808;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11844 = temp_output_40_0_g11808;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11844 * _PoisonNoiseSpeed ) + temp_output_41_0_g11808 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float3 temp_output_24_0_g11844 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11844 = staticSwitch36_g11808;
- float3 temp_output_28_0_g11844 = (temp_output_1_0_g11844).rgb;
- float4 break2_g11845 = float4( temp_output_28_0_g11844 , 0.0 );
- float3 lerpResult32_g11844 = lerp( temp_output_28_0_g11844 , ( temp_output_24_0_g11844 * ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11844 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11846 + ( temp_output_41_0_g11844 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11844 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11844 ) , temp_output_1_0_g11844.a));
- float4 staticSwitch39_g11808 = appendResult27_g11844;
- #else
- float4 staticSwitch39_g11808 = staticSwitch36_g11808;
- #endif
- float4 temp_output_10_0_g11848 = staticSwitch39_g11808;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11848 = (temp_output_10_0_g11848).rgb;
- float2 temp_output_2_0_g11848 = temp_output_41_0_g11808;
- float temp_output_1_0_g11848 = temp_output_40_0_g11808;
- float2 temp_output_6_0_g11848 = ( temp_output_1_0_g11848 * _EnchantedSpeed );
- float linValue16_g11851 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11848 - ( ( temp_output_6_0_g11848 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11851 = MyCustomExpression16_g11851( linValue16_g11851 );
- float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11848 + temp_output_2_0_g11848 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 );
- float temp_output_36_0_g11848 = ( localMyCustomExpression16_g11851 + localMyCustomExpression16_g11849 );
- float temp_output_43_0_g11848 = ( temp_output_36_0_g11848 * 0.5 );
- float3 lerpResult42_g11848 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11848);
- float3 hsvTorgb53_g11848 = HSVToRGB( float3(( ( temp_output_43_0_g11848 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11848 ) ),_EnchantedRainbowSaturation,1.0) );
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11848 = hsvTorgb53_g11848;
- #else
- float3 staticSwitch50_g11848 = lerpResult42_g11848;
- #endif
- float4 break2_g11850 = temp_output_10_0_g11848;
- float3 temp_output_40_0_g11848 = ( staticSwitch50_g11848 * pow( max( ( ( break2_g11850.x + break2_g11850.x + break2_g11850.y + break2_g11850.y + break2_g11850.y + break2_g11850.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11848 = ( max( ( temp_output_36_0_g11848 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11848 = lerp( temp_output_12_0_g11848 , temp_output_40_0_g11848 , temp_output_45_0_g11848);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11848 = lerpResult44_g11848;
- #else
- float3 staticSwitch47_g11848 = ( temp_output_12_0_g11848 + ( temp_output_40_0_g11848 * temp_output_45_0_g11848 ) );
- #endif
- float4 appendResult19_g11848 = (float4(staticSwitch47_g11848 , temp_output_10_0_g11848.a));
- float4 staticSwitch11_g11848 = appendResult19_g11848;
- #else
- float4 staticSwitch11_g11848 = temp_output_10_0_g11848;
- #endif
- float4 temp_output_1_0_g11853 = staticSwitch11_g11848;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11853 = temp_output_1_0_g11853;
- float3 appendResult32_g11853 = (float3(break5_g11853.r , break5_g11853.g , break5_g11853.b));
- float4 break2_g11854 = temp_output_1_0_g11853;
- float temp_output_4_0_g11853 = ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 );
- float temp_output_11_0_g11853 = ( ( ( temp_output_4_0_g11853 + ( temp_output_40_0_g11808 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11853 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11853 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11853 = HSVToRGB( float3(temp_output_11_0_g11853,_ShiftingSaturation,_ShiftingBrightness) );
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11853 = hsvTorgb12_g11853;
- #else
- float3 staticSwitch26_g11853 = ( lerpResult20_g11853 * _ShiftingBrightness );
- #endif
- float3 lerpResult31_g11853 = lerp( appendResult32_g11853 , ( staticSwitch26_g11853 * pow( max( temp_output_4_0_g11853 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11853 = (float4(lerpResult31_g11853 , break5_g11853.a));
- float4 staticSwitch33_g11853 = appendResult6_g11853;
- #else
- float4 staticSwitch33_g11853 = temp_output_1_0_g11853;
- #endif
- float4 temp_output_5_0_g11860 = staticSwitch33_g11853;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11860 = temp_output_5_0_g11860;
- float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b));
- float temp_output_27_0_g11860 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11860 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11860 ) );
- #else
- float2 staticSwitch73_g11860 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11860 = ( ( _TextureLayer1Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11860 );
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11861 = _TextureLayer1Columns;
- int Height10_g11861 = _TextureLayer1Rows;
- float Tile10_g11861 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11860 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11861 = float2( 0,1 );
- float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 );
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861;
- #else
- float2 staticSwitch20_g11860 = temp_output_72_0_g11860;
- #endif
- float4 tex2DNode3_g11860 = tex2D( _TextureLayer1Texture, staticSwitch20_g11860 );
- float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b));
- float3 appendResult18_g11860 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 );
- float4 break2_g11862 = temp_output_5_0_g11860;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11860 );
- #else
- float3 staticSwitch80_g11860 = temp_output_16_0_g11860;
- #endif
- float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch80_g11860 , ( tex2DNode3_g11860.a * _TextureLayer1Fade ));
- float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a));
- float4 staticSwitch15_g11860 = appendResult14_g11860;
- #else
- float4 staticSwitch15_g11860 = temp_output_5_0_g11860;
- #endif
- float4 temp_output_5_0_g11856 = staticSwitch15_g11860;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11856 = temp_output_5_0_g11856;
- float3 appendResult11_g11856 = (float3(break6_g11856.r , break6_g11856.g , break6_g11856.b));
- float temp_output_27_0_g11856 = temp_output_40_0_g11808;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11856 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11856 ) );
- #else
- float2 staticSwitch73_g11856 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11856 = ( ( _TextureLayer2Scale * temp_output_41_0_g11808 ) - staticSwitch73_g11856 );
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11857 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11856 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11857 = _TextureLayer2Columns;
- int Height10_g11857 = _TextureLayer2Rows;
- float Tile10_g11857 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11856 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11857 = float2( 0,1 );
- float2 localMyCustomExpression10_g11857 = MyCustomExpression10_g11857( UV10_g11857 , Width10_g11857 , Height10_g11857 , Tile10_g11857 , Invert10_g11857 );
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11856 = localMyCustomExpression10_g11857;
- #else
- float2 staticSwitch20_g11856 = temp_output_72_0_g11856;
- #endif
- float4 tex2DNode3_g11856 = tex2D( _TextureLayer2Texture, staticSwitch20_g11856 );
- float3 appendResult13_g11856 = (float3(tex2DNode3_g11856.r , tex2DNode3_g11856.g , tex2DNode3_g11856.b));
- float3 appendResult18_g11856 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11856 = ( appendResult13_g11856 * appendResult18_g11856 );
- float4 break2_g11858 = temp_output_5_0_g11856;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11856 = ( pow( max( ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11856 );
- #else
- float3 staticSwitch84_g11856 = temp_output_16_0_g11856;
- #endif
- float3 lerpResult12_g11856 = lerp( appendResult11_g11856 , staticSwitch84_g11856 , ( tex2DNode3_g11856.a * _TextureLayer2Fade ));
- float4 appendResult14_g11856 = (float4(lerpResult12_g11856 , break6_g11856.a));
- float4 staticSwitch15_g11856 = appendResult14_g11856;
- #else
- float4 staticSwitch15_g11856 = temp_output_5_0_g11856;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11856;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11864 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11864 = (float4(break4_g11864.r , break4_g11864.g , break4_g11864.b , ( break4_g11864.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11864;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11865 = staticSwitch77;
- float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11672 ) ):( clampResult154_g11672 ));
- float4 appendResult5_g11865 = (float4(break4_g11865.r , break4_g11865.g , break4_g11865.b , ( break4_g11865.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11865;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11866 = staticSwitch75;
- float4 temp_output_1_0_g11867 = temp_output_1_0_g11866;
-#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11867 = max( _FullAlphaDissolveWidth , 0.001 );
- #endif
- float2 temp_output_18_0_g11866 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11868 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
- float clampResult17_g11867 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11867 ) ) - localMyCustomExpression16_g11868 ) / temp_output_53_0_g11867 ) , 0.0 , 1.0 );
- float4 appendResult3_g11867 = (float4((temp_output_1_0_g11867).rgb , ( temp_output_1_0_g11867.a * clampResult17_g11867 )));
- float4 staticSwitch3_g11866 = appendResult3_g11867;
- #else
- float4 staticSwitch3_g11866 = temp_output_1_0_g11866;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11866 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 );
- float temp_output_5_0_g11875 = localMyCustomExpression16_g11876;
- float temp_output_61_0_g11875 = step( temp_output_5_0_g11875 , _FullGlowDissolveFade );
- float temp_output_53_0_g11875 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11875 = staticSwitch3_g11866;
- float4 appendResult3_g11875 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11875 - step( temp_output_5_0_g11875 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11875 ) ) - temp_output_53_0_g11875 ) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * temp_output_61_0_g11875 )));
- float4 staticSwitch5_g11866 = appendResult3_g11875;
- #else
- float4 staticSwitch5_g11866 = staticSwitch3_g11866;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11877 = staticSwitch5_g11866;
- float2 temp_output_76_0_g11877 = temp_output_18_0_g11866;
- float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11877 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 );
- float clampResult17_g11877 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11877 = (float4((temp_output_1_0_g11877).rgb , ( temp_output_1_0_g11877.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11877 ) ):( clampResult17_g11877 )) )));
- float4 staticSwitch8_g11866 = appendResult3_g11877;
- #else
- float4 staticSwitch8_g11866 = staticSwitch5_g11866;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11873 = temp_output_18_0_g11866;
- float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11873 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 );
- float temp_output_65_0_g11873 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11873 ) + ( localMyCustomExpression16_g11874 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11873 = step( temp_output_65_0_g11873 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11873 = step( temp_output_65_0_g11873 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11873 = staticSwitch8_g11866;
- float4 appendResult3_g11873 = (float4(( ( max( ( temp_output_75_0_g11873 - temp_output_76_0_g11873 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11873).rgb ) , ( temp_output_1_0_g11873.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11873 ) ):( temp_output_75_0_g11873 )) )));
- float4 staticSwitch9_g11866 = appendResult3_g11873;
- #else
- float4 staticSwitch9_g11866 = staticSwitch8_g11866;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11869 = staticSwitch9_g11866;
- float2 temp_output_161_0_g11869 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11869 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11869 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11869 = rotatedValue136_g11869;
- float linValue16_g11870 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11869 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11870 = MyCustomExpression16_g11870( linValue16_g11870 );
- float clampResult154_g11869 = clamp( ( ( break130_g11869.x + break130_g11869.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11870 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11869 = (float4((temp_output_1_0_g11869).rgb , ( temp_output_1_0_g11869.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11869 ) ):( clampResult154_g11869 )) )));
- float4 staticSwitch11_g11866 = appendResult3_g11869;
- #else
- float4 staticSwitch11_g11866 = staticSwitch9_g11866;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11871 = temp_output_18_0_g11866;
- float3 rotatedValue136_g11871 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11871 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
- float3 break130_g11871 = rotatedValue136_g11871;
- float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11871 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 );
- float temp_output_168_0_g11871 = max( ( ( break130_g11871.x + break130_g11871.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11872 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11871 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) );
- float4 temp_output_1_0_g11871 = staticSwitch11_g11866;
- float clampResult154_g11871 = clamp( temp_output_161_0_g11871 , 0.0 , 1.0 );
- float4 appendResult3_g11871 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11871 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11871 ) ):( temp_output_168_0_g11871 )) ) ) ) + (temp_output_1_0_g11871).rgb ) , ( temp_output_1_0_g11871.a * clampResult154_g11871 )));
- float4 staticSwitch15_g11866 = appendResult3_g11871;
- #else
- float4 staticSwitch15_g11866 = staticSwitch11_g11866;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11879 = staticSwitch15_g11866;
- float2 temp_output_126_0_g11879 = temp_output_18_0_g11866;
- float temp_output_121_0_g11879 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11879 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11880 = (float2(temp_output_121_0_g11879 , temp_output_121_0_g11879));
- float temp_output_17_0_g11880 = length( ( (( ( abs( temp_output_126_0_g11879 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11880 ) );
- float clampResult17_g11879 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11880 ) / fwidth( temp_output_17_0_g11880 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11879 = (float4((temp_output_1_0_g11879).rgb , ( temp_output_1_0_g11879.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11879 ) ):( clampResult17_g11879 )) )));
- float4 staticSwitch13_g11866 = appendResult3_g11879;
- #else
- float4 staticSwitch13_g11866 = staticSwitch15_g11866;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11882 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11882 = tex2D( _AddColorMask, uv_AddColorMask );
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11882 = ( temp_output_3_0_g11882 * ( (tex2DNode19_g11882).rgb * tex2DNode19_g11882.a ) );
- #else
- float3 staticSwitch16_g11882 = temp_output_3_0_g11882;
- #endif
- float4 temp_output_1_0_g11882 = staticSwitch13_g11866;
- float4 break2_g11884 = temp_output_1_0_g11882;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11882 = ( staticSwitch16_g11882 * pow( max( ( ( break2_g11884.x + break2_g11884.x + break2_g11884.y + break2_g11884.y + break2_g11884.y + break2_g11884.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
- #else
- float3 staticSwitch17_g11882 = staticSwitch16_g11882;
- #endif
- float4 appendResult6_g11882 = (float4(( ( staticSwitch17_g11882 * _AddColorFade ) + (temp_output_1_0_g11882).rgb ) , temp_output_1_0_g11882.a));
- float4 staticSwitch5_g11881 = appendResult6_g11882;
- #else
- float4 staticSwitch5_g11881 = staticSwitch13_g11866;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11885 = staticSwitch5_g11881;
- float3 lerpResult4_g11885 = lerp( (temp_output_1_0_g11885).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11885.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11885.a ) * _AlphaTintFade ));
- float4 appendResult13_g11885 = (float4(lerpResult4_g11885 , temp_output_1_0_g11885.a));
- float4 staticSwitch11_g11881 = appendResult13_g11885;
- #else
- float4 staticSwitch11_g11881 = staticSwitch5_g11881;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11886 = staticSwitch11_g11881;
- float3 temp_output_6_0_g11886 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11886 = tex2D( _StrongTintMask, uv_StrongTintMask );
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11886 = ( temp_output_6_0_g11886 * ( (tex2DNode23_g11886).rgb * tex2DNode23_g11886.a ) );
- #else
- float3 staticSwitch21_g11886 = temp_output_6_0_g11886;
- #endif
- float4 break2_g11888 = temp_output_1_0_g11886;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11886 = ( pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11886 );
- #else
- float3 staticSwitch22_g11886 = staticSwitch21_g11886;
- #endif
- float3 lerpResult7_g11886 = lerp( (temp_output_1_0_g11886).rgb , staticSwitch22_g11886 , _StrongTintFade);
- float4 appendResult9_g11886 = (float4(lerpResult7_g11886 , (temp_output_1_0_g11886).a));
- float4 staticSwitch7_g11881 = appendResult9_g11886;
- #else
- float4 staticSwitch7_g11881 = staticSwitch11_g11881;
- #endif
- float4 temp_output_2_0_g11889 = staticSwitch7_g11881;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11891 = temp_output_2_0_g11889;
- float3 appendResult5_g11891 = (float3(break4_g11891.r , break4_g11891.g , break4_g11891.b));
- float2 appendResult2_g11890 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11889 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11890 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11891 = appendResult85_g11889;
- float3 appendResult7_g11891 = (float3(break6_g11891.r , break6_g11891.g , break6_g11891.b));
- float temp_output_11_0_g11891 = ( ( 1.0 - break4_g11891.a ) * break6_g11891.a );
- float temp_output_32_0_g11891 = ( break4_g11891.a + temp_output_11_0_g11891 );
- float4 appendResult18_g11891 = (float4(( ( ( appendResult5_g11891 * break4_g11891.a ) + ( appendResult7_g11891 * temp_output_11_0_g11891 ) ) * ( 1.0 / max( temp_output_32_0_g11891 , 0.01 ) ) ) , temp_output_32_0_g11891));
- float4 staticSwitch82_g11889 = appendResult18_g11891;
- #else
- float4 staticSwitch82_g11889 = temp_output_2_0_g11889;
- #endif
- float4 break4_g11892 = staticSwitch82_g11889;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11750 = 1.0;
- #else
- float staticSwitch8_g11750 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11750 = 1.0;
- #else
- float staticSwitch9_g11750 = staticSwitch8_g11750;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11750;
- float4 appendResult5_g11892 = (float4(break4_g11892.r , break4_g11892.g , break4_g11892.b , ( break4_g11892.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11892;
- float4 temp_output_1_0_g11893 = temp_output_344_0;
- float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11893.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11893;
- #endif
- float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11900 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11900 = (float4(( (temp_output_7_0_g11900).rgb / max( temp_output_7_0_g11900.a , 1E-05 ) ) , temp_output_7_0_g11900.a));
- float4 staticSwitch6_g11900 = appendResult2_g11900;
- #else
- float4 staticSwitch6_g11900 = temp_output_7_0_g11900;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11900;
-
- o.Normal = fixed3( 0, 0, 1 );
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = 0.0;
- float AlphaClipThresholdShadow = 0.5;
-
- #ifdef _ALPHATEST_SHADOW_ON
- if (unity_LightShadowBias.z != 0.0)
- clip(o.Alpha - AlphaClipThresholdShadow);
- #ifdef _ALPHATEST_ON
- else
- clip(o.Alpha - AlphaClipThreshold);
+ #pragma multi_compile_fwdbase
+ #ifndef UNITY_PASS_FORWARDBASE
+ #define UNITY_PASS_FORWARDBASE
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
#endif
- #else
- #ifdef _ALPHATEST_ON
- clip(o.Alpha - AlphaClipThreshold);
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
#endif
#endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+
+
+ int _ObjectId;
+ int _PassValue;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS
+ half3 normalWS : TEXCOORD1;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
#endif
- #ifdef UNITY_STANDARD_USE_DITHER_MASK
- half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a;
- clip(alphaRef - 0.01);
+
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = defaultVertexValue;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half3 normal : NORMAL;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.normal = v.normal;
+
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
#endif
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+
+
+ half Alpha = 1;
+ half AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return float4( _ObjectId, _PassValue, 1.0, 1.0 );
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "ScenePickingPass"
+ Tags { "LightMode"="ScenePickingPass" }
+
+ ZWrite On
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define _ALPHABLEND_ON 1
+ #define UNITY_STANDARD_USE_DITHER_MASK 1
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+
+ #pragma multi_compile_fwdbase
+ #ifndef UNITY_PASS_FORWARDBASE
+ #define UNITY_PASS_FORWARDBASE
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
+
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+
+
+ float4 _SelectionID;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS
+ half3 normalWS : TEXCOORD1;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
#endif
- SHADOW_CASTER_FRAGMENT(IN)
- }
+
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = defaultVertexValue;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half3 normal : NORMAL;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.normal = v.normal;
+
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+
+
+ half Alpha = 1;
+ half AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return _SelectionID;
+ }
ENDCG
}
@@ -15916,187 +16688,189 @@ Shader "Sprite Shaders Ultimate/3D Lit BuiltIn SSU"
Fallback Off
}
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WireConnection;105;0;502;0
WireConnection;157;0;105;0
WireConnection;483;1;363;0
@@ -16310,11 +17084,11 @@ WireConnection;501;11;500;0
WireConnection;497;0;340;0
WireConnection;504;0;340;0
WireConnection;504;1;501;0
-WireConnection;504;2;501;21
WireConnection;504;4;501;10
WireConnection;504;5;501;9
+WireConnection;504;2;501;21
WireConnection;504;7;497;3
WireConnection;504;8;498;0
WireConnection;504;15;142;0
ASEEND*/
-//CHKSM=EE54B5F885C749BE37C44863745B0C1B1A153954
+//CHKSM=2672664B2FEFA6B24BDF5FED5E61495F88AB348D
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta
index e9d74009..8d29220c 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader.meta
@@ -13,15 +13,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -29,3 +34,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit BuiltIn SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader
index be69261d..4ba64458 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader
@@ -1,18916 +1,16868 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/3D Lit Cutout BuiltIn SSU"
{
- Properties
- {
- _MainTex("MainTex", 2D) = "white" {}
- _AlphaClip("Alpha Clip", Range( 0 , 1)) = 0.5
- _NormalMap("Normal Map", 2D) = "bump" {}
- _NormalIntensity("Normal Intensity", Float) = 1
- _Smoothness("Smoothness", Range( 0 , 1)) = 0.5
- _Metallic("Metallic", Range( 0 , 1)) = 0
- [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0
- _MetallicMap("Metallic Map", 2D) = "white" {}
- [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0
- [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0)
- _EmissionMap("Emission Map", 2D) = "white" {}
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
-
- //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
- //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
- //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
- //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
- //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
- //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
- //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
- //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
- }
-
- SubShader
- {
-
- Tags
- {
- "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False"
- }
- LOD 0
-
- Cull Off
- AlphaToMask Off
- ZWrite On
- ZTest LEqual
- ColorMask RGBA
-
- Blend Off
-
-
- CGINCLUDE
- #pragma target 3.5
-
- float4 FixedTess(float tessValue)
- {
- return tessValue;
- }
-
- float CalcDistanceTessFactor(float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w,
- float3 cameraPos)
- {
- float3 wpos = mul(o2w, vertex).xyz;
- float dist = distance(wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
-
- float4 CalcTriEdgeTessFactors(float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
-
- float CalcEdgeTessFactor(float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams)
- {
- float dist = distance(0.5 * (wpos0 + wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
-
- float DistanceFromPlane(float3 pos, float4 plane)
- {
- float d = dot(float4(pos, 1.0f), plane);
- return d;
- }
-
- bool WorldViewFrustumCull(float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6])
- {
- float4 planeTest;
- planeTest.x = ((DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f);
- planeTest.y = ((DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f);
- planeTest.z = ((DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f);
- planeTest.w = ((DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f);
- return !all(planeTest);
- }
-
- float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist,
- float4x4 o2w, float3 cameraPos)
- {
- float3 f;
- f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess, o2w, cameraPos);
- f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess, o2w, cameraPos);
- f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess, o2w, cameraPos);
-
- return CalcTriEdgeTessFactors(f);
- }
-
- float4 EdgeLengthBasedTess(float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos,
- float4 scParams)
- {
- float3 pos0 = mul(o2w, v0).xyz;
- float3 pos1 = mul(o2w, v1).xyz;
- float3 pos2 = mul(o2w, v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
-
- float4 EdgeLengthBasedTessCull(float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement,
- float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6])
- {
- float3 pos0 = mul(o2w, v0).xyz;
- float3 pos1 = mul(o2w, v1).xyz;
- float3 pos2 = mul(o2w, v2).xyz;
- float4 tess;
-
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- ENDCG
-
-
- Pass
- {
-
- Name "ForwardBase"
- Tags
- {
- "LightMode"="ForwardBase"
- }
-
- Blend One Zero
-
- CGPROGRAM
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_fwdbase
- #ifndef UNITY_PASS_FORWARDBASE
- #define UNITY_PASS_FORWARDBASE
- #endif
- #include "HLSLSupport.cginc"
- #ifndef UNITY_INSTANCED_LOD_FADE
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #ifndef UNITY_INSTANCED_SH
- #define UNITY_INSTANCED_SH
- #endif
- #ifndef UNITY_INSTANCED_LIGHTMAPSTS
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "AutoLight.cginc"
-
- #include "UnityStandardUtils.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION (pos);
- #else
- float4 pos : SV_POSITION;
- #endif
- #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
- float4 lmap : TEXCOORD0;
- #endif
- #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
- half3 sh : TEXCOORD1;
- #endif
- #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHTING_COORDS (2,3)
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_SHADOW_COORDS (2)
- #else
- SHADOW_COORDS (
- 2
- )
- #endif
- #endif
- #ifdef ASE_FOG
- UNITY_FOG_COORDS (
- 4
- )
- #endif
- float4 tSpace0 : TEXCOORD5;
- float4 tSpace1 : TEXCOORD6;
- float4 tSpace2 : TEXCOORD7;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- uniform sampler2D _NormalMap;
- uniform float _NormalIntensity;
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _Metallic;
- #ifdef _METALLICMAPTOGGLE_ON
- uniform sampler2D _MetallicMap;
- #endif
- uniform float _Smoothness;
- uniform float _AlphaClip;
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction(appdata v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord9.xy = v.ase_texcoord.xy;
- o.ase_texcoord10 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord9.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
- fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
- o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- #ifdef DYNAMICLIGHTMAP_ON
- o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
- #ifdef LIGHTMAP_ON
- o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
-
- #ifndef LIGHTMAP_ON
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- o.sh = 0;
- #ifdef VERTEXLIGHT_ON
- o.sh += Shade4PointLights(
- unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
- unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
- unity_4LightAtten0, worldPos, worldNormal);
- #endif
- o.sh = ShadeSHPerVertex(worldNormal, o.sh);
- #endif
- #endif
-
- #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
- #else
- TRANSFER_SHADOW(o);
- #endif
- #endif
-
- #ifdef ASE_FOG
- UNITY_TRANSFER_FOG(o, o.pos);
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(o.pos);
- #endif
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(appdata v)
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction(InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M
-, _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w;
- return o;
+ Properties
+ {
+ _MainTex( "MainTex", 2D ) = "white" {}
+ _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0.5
+ _NormalMap( "Normal Map", 2D ) = "bump" {}
+ _NormalIntensity( "Normal Intensity", Float ) = 1
+ _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5
+ _Metallic( "Metallic", Range( 0, 1 ) ) = 0
+ [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0
+ _MetallicMap( "Metallic Map", 2D ) = "white" {}
+ [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0
+ [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 )
+ _EmissionMap( "Emission Map", 2D ) = "white" {}
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+
+
+ //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
+ //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
+ //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
+ //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
+ //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
+ //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
+ //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
+
+ //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
+ //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
+ //_TessMin( "Tess Min Distance", Float ) = 10
+ //_TessMax( "Tess Max Distance", Float ) = 25
+ //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
+ //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
+
+ [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
+ [ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
+
+ //_InstancedTerrainNormals("Specular Highlights", Float) = 1.0
+ }
+
+ SubShader
+ {
+
+
+
+
+ Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" }
+
+ LOD 0
+
+ Cull Off
+ AlphaToMask Off
+ ZWrite On
+ ZTest LEqual
+ ColorMask RGBA
+
+
+
+ Blend Off
+
+
+ CGINCLUDE
+ #pragma target 3.5
+
+ float4 FixedTess( float tessValue )
+ {
+ return tessValue;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata)0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord
- * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(
- patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex
-.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], o);
- return VertexFunction (o);
+ float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
+ {
+ float3 wpos = mul(o2w,vertex).xyz;
+ float dist = distance (wpos, cameraPos);
+ float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
+ return f;
}
- #else
- v2f vert(appdata v)
- {
- return VertexFunction(v);
- }
- #endif
- fixed4 frag(v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
+ float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
+ {
+ float4 tess;
+ tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
+ tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
+ tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
+ tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
+ return tess;
+ }
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
+ float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
+ {
+ float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
+ float len = distance(wpos0, wpos1);
+ float f = max(len * scParams.y / (edgeLen * dist), 1.0);
+ return f;
+ }
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
- float3 WorldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
- float3 WorldBiTangent = float3(IN.tSpace0.y, IN.tSpace1.y, IN.tSpace2.y);
- float3 WorldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z);
- float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
- float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
- #else
- half atten = 1;
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
+ float DistanceFromPlane (float3 pos, float4 plane)
+ {
+ float d = dot (float4(pos,1.0f), plane);
+ return d;
+ }
- float2 texCoord363 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((worldPos).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (worldPos).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).
- r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 -
- 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) *
- UNITY_PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * UNITY_PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + worldPos.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).
- r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0)
- *
- UNITY_PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(worldPos.x, worldPos.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b),
- 1.0)), 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).
- rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0, -1)) * temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, 0.705))
- *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) *
- 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + worldPos.y)
- / temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y +
- break2_g11820.z) / 6.0) *
- _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 *
- _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y +
- break2_g11855.z) / 6.0), 0.0001),
- max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
-(((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + ((
- temp_output_59_0_g11845 *
- _MetalNoiseSpeed) + temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max(
- _MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((
- temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) +
- temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001), max(_FrozenContrast, 0.0001)) *
- (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) * _BurnSwirlFactor) +
- temp_output_72_0_g11831) * _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
-1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * UNITY_PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
+ {
+ float4 planeTest;
+ planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
+ return !all (planeTest);
+ }
- float2 temp_output_11_0_g11915 = finalUV146;
+ float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
+ {
+ float3 f;
+ f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
+ f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
+ f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
+ return CalcTriEdgeTessFactors (f);
+ }
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915);
- float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic);
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
+ float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
+ {
+ float3 pos0 = mul(o2w,v0).xyz;
+ float3 pos1 = mul(o2w,v1).xyz;
+ float3 pos2 = mul(o2w,v2).xyz;
+ float4 tess;
+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+ return tess;
+ }
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r);
- #else
- float staticSwitch22_g11915 = _Smoothness;
- #endif
+ float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
+ {
+ float3 pos0 = mul(o2w,v0).xyz;
+ float3 pos1 = mul(o2w,v1).xyz;
+ float3 pos2 = mul(o2w,v2).xyz;
+ float4 tess;
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = UnpackScaleNormal(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity);
- o.Emission = staticSwitch13_g11915;
- #if defined(_SPECULAR_SETUP)
- o.Specular = fixed3(0, 0, 0);
- #else
- o.Metallic = staticSwitch23_g11915;
- #endif
- o.Smoothness = staticSwitch22_g11915;
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float AlphaClipThresholdShadow = 0.5;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
-
- #ifdef _ALPHATEST_ON
- clip(o.Alpha - AlphaClipThreshold);
- #endif
-
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
-
- #ifndef USING_DIRECTIONAL_LIGHT
- fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- #else
- fixed3 lightDir = _WorldSpaceLightPos0.xyz;
- #endif
-
- fixed4 c = 0;
- float3 worldN;
- worldN.x = dot(IN.tSpace0.xyz, o.Normal);
- worldN.y = dot(IN.tSpace1.xyz, o.Normal);
- worldN.z = dot(IN.tSpace2.xyz, o.Normal);
- worldN = normalize(worldN);
- o.Normal = worldN;
-
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- gi.light.color = _LightColor0.rgb;
- gi.light.dir = lightDir;
-
- UnityGIInput giInput;
- UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
- giInput.light = gi.light;
- giInput.worldPos = worldPos;
- giInput.worldViewDir = worldViewDir;
- giInput.atten = atten;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- giInput.lightmapUV = IN.lmap;
- #else
- giInput.lightmapUV = 0.0;
- #endif
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- giInput.ambient = IN.sh;
- #else
- giInput.ambient.rgb = 0.0;
- #endif
- giInput.probeHDR[0] = unity_SpecCube0_HDR;
- giInput.probeHDR[1] = unity_SpecCube1_HDR;
- #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
- giInput.boxMin[0] = unity_SpecCube0_BoxMin;
- #endif
- #ifdef UNITY_SPECCUBE_BOX_PROJECTION
- giInput.boxMax[0] = unity_SpecCube0_BoxMax;
- giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
- giInput.boxMax[1] = unity_SpecCube1_BoxMax;
- giInput.boxMin[1] = unity_SpecCube1_BoxMin;
- giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
-
- #if defined(_SPECULAR_SETUP)
- LightingStandardSpecular_GI(o, giInput, gi);
- #else
- LightingStandard_GI(o, giInput, gi);
- #endif
-
- #ifdef ASE_BAKEDGI
- gi.indirect.diffuse = BakedGI;
- #endif
-
- #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
- gi.indirect.diffuse = 0;
- #endif
-
- #if defined(_SPECULAR_SETUP)
- c += LightingStandardSpecular(o, worldViewDir, gi);
- #else
- c += LightingStandard(o, worldViewDir, gi);
- #endif
-
- #ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow);
- #else
- float3 lightAtten = gi.light.color;
- #endif
- half3 transmission = max(0, -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
- c.rgb += o.Albedo * transmission;
+ if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
+ {
+ tess = 0.0f;
}
- #endif
-
- #ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
-
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow);
- #else
- float3 lightAtten = gi.light.color;
- #endif
- half3 lightDir = gi.light.dir + o.Normal * normal;
- half transVdotL = pow(saturate(dot(worldViewDir, -lightDir)), scattering);
- half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
- c.rgb += o.Albedo * translucency * strength;
+ else
+ {
+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
- #endif
-
- //#ifdef ASE_REFRACTION
- // float4 projScreenPos = ScreenPos / ScreenPos.w;
- // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- // projScreenPos.xy += refractionOffset.xy;
- // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
- // color.rgb = lerp( refraction, color.rgb, color.a );
- // color.a = 1;
- //#endif
-
- c.rgb += o.Emission;
-
- #ifdef ASE_FOG
- UNITY_APPLY_FOG(IN.fogCoord, c);
- #endif
- return c;
- }
- ENDCG
- }
-
-
- Pass
- {
-
- Name "ForwardAdd"
- Tags
- {
- "LightMode"="ForwardAdd"
- }
- ZWrite Off
- Blend One One
-
- CGPROGRAM
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma skip_variants INSTANCING_ON
- #pragma multi_compile_fwdadd_fullshadows
- #ifndef UNITY_PASS_FORWARDADD
- #define UNITY_PASS_FORWARDADD
- #endif
- #include "HLSLSupport.cginc"
- #if !defined( UNITY_INSTANCED_LOD_FADE )
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #if !defined( UNITY_INSTANCED_SH )
- #define UNITY_INSTANCED_SH
- #endif
- #if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "AutoLight.cginc"
-
- #include "UnityStandardUtils.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION (pos);
- #else
- float4 pos : SV_POSITION;
- #endif
- #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHTING_COORDS (1,2)
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_SHADOW_COORDS (1)
- #else
- SHADOW_COORDS (
- 1
- )
- #endif
- #endif
- #ifdef ASE_FOG
- UNITY_FOG_COORDS (
- 3
- )
- #endif
- float4 tSpace0 : TEXCOORD5;
- float4 tSpace1 : TEXCOORD6;
- float4 tSpace2 : TEXCOORD7;
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 screenPos : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- uniform sampler2D _NormalMap;
- uniform float _NormalIntensity;
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _Metallic;
- #ifdef _METALLICMAPTOGGLE_ON
- uniform sampler2D _MetallicMap;
- #endif
- uniform float _Smoothness;
- uniform float _AlphaClip;
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction(appdata v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord9.xy = v.ase_texcoord.xy;
- o.ase_texcoord10 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord9.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
- fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
- o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
- #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if UNITY_VERSION >= 201710
- UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
- #else
- TRANSFER_SHADOW(o);
- #endif
- #endif
-
- #ifdef ASE_FOG
- UNITY_TRANSFER_FOG(o, o.pos);
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- o.screenPos = ComputeScreenPos(o.pos);
- #endif
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(appdata v)
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction(InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M
-, _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w;
- return o;
+ return tess;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata)0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord
- * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(
- patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex
-.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], o);
- return VertexFunction (o);
+ float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
+ {
+ float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
+ #if UNITY_UV_STARTS_AT_TOP
+ positionCS.y = -positionCS.y;
+ #endif
+ return positionCS;
}
- #else
- v2f vert(appdata v)
- {
- return VertexFunction(v);
- }
- #endif
+ ENDCG
- fixed4 frag(v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
+
+ Pass
+ {
+
+ Name "ForwardBase"
+ Tags { "LightMode"="ForwardBase" }
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
+ Blend One Zero
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
- float3 WorldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
- float3 WorldBiTangent = float3(IN.tSpace0.y, IN.tSpace1.y, IN.tSpace2.y);
- float3 WorldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z);
- float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
- float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
- #else
- half atten = 1;
- #endif
- #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
- float4 ScreenPos = IN.screenPos;
- #endif
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
+ #pragma multi_compile_instancing
+ #pragma multi_compile_fog
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma multi_compile_fwdbase
+ #ifndef UNITY_PASS_FORWARDBASE
+ #define UNITY_PASS_FORWARDBASE
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
+
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #include "UnityStandardUtils.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
- float2 texCoord363 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((worldPos).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 +
- temp_output_1_0_g11671), 0.0),
- float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (worldPos).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 *
- _FullDistortionNoiseScale)).
- r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * UNITY_PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * UNITY_PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + worldPos.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed *
- shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed *
- temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) *
- UNITY_PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = IN.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
-(clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(worldPos.x, worldPos.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) +
- temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(
- max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b),
- 1.0)), 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705))
- *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0, -1)) * temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(
- 0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) *
- 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(
- 1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency))
- + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed *
- temp_output_44_0_g11815 * 0.2)) +
- worldPos.y)
- / temp_output_44_0_g11815) *
- _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
-(((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z) / 6.0) *
- _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y +
- break2_g11855.y +
- break2_g11855.z) / 6.0), 0.0001),
- max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + ((temp_output_59_0_g11845 *
- _MetalNoiseSpeed) + temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max(
- _MetalHighlightDensity, 0.01)),
-0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity -
- localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842)
- / max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * UNITY_PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
- float2 temp_output_11_0_g11915 = finalUV146;
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ half4 ambientOrLightmapUV : TEXCOORD3;
+ UNITY_LIGHTING_COORDS( 4, 5 )
+ float4 ase_texcoord6 : TEXCOORD6;
+ float4 ase_texcoord7 : TEXCOORD7;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915);
- float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic);
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ uniform sampler2D _NormalMap;
+ uniform float _NormalIntensity;
+ uniform float _Metallic;
+ #ifdef _METALLICMAPTOGGLE_ON
+ uniform sampler2D _MetallicMap;
+ #endif
+ uniform float _Smoothness;
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+ uniform float _AlphaClip;
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r);
- #else
- float staticSwitch22_g11915 = _Smoothness;
- #endif
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = UnpackScaleNormal(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity);
- o.Emission = staticSwitch13_g11915;
- #if defined(_SPECULAR_SETUP)
- o.Specular = fixed3(0, 0, 0);
- #else
- o.Metallic = staticSwitch23_g11915;
- #endif
- o.Smoothness = staticSwitch22_g11915;
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float3 Transmission = 1;
- float3 Translucency = 1;
-
- #ifdef _ALPHATEST_ON
- clip(o.Alpha - AlphaClipThreshold);
- #endif
-
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
-
- #ifndef USING_DIRECTIONAL_LIGHT
- fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- #else
- fixed3 lightDir = _WorldSpaceLightPos0.xyz;
- #endif
-
- fixed4 c = 0;
- float3 worldN;
- worldN.x = dot(IN.tSpace0.xyz, o.Normal);
- worldN.y = dot(IN.tSpace1.xyz, o.Normal);
- worldN.z = dot(IN.tSpace2.xyz, o.Normal);
- worldN = normalize(worldN);
- o.Normal = worldN;
-
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- gi.light.color = _LightColor0.rgb;
- gi.light.dir = lightDir;
- gi.light.color *= atten;
-
- #if defined(_SPECULAR_SETUP)
- c += LightingStandardSpecular(o, worldViewDir, gi);
- #else
- c += LightingStandard(o, worldViewDir, gi);
- #endif
-
- #ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow);
- #else
- float3 lightAtten = gi.light.color;
- #endif
- half3 transmission = max(0, -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
- c.rgb += o.Albedo * transmission;
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
}
- #endif
-
- #ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
-
- #ifdef DIRECTIONAL
- float3 lightAtten = lerp(_LightColor0.rgb, gi.light.color, shadow);
- #else
- float3 lightAtten = gi.light.color;
- #endif
- half3 lightDir = gi.light.dir + o.Normal * normal;
- half transVdotL = pow(saturate(dot(worldViewDir, -lightDir)), scattering);
- half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
- c.rgb += o.Albedo * translucency * strength;
+
+ float MyCustomExpression16_g11724( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
}
- #endif
-
- //#ifdef ASE_REFRACTION
- // float4 projScreenPos = ScreenPos / ScreenPos.w;
- // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
- // projScreenPos.xy += refractionOffset.xy;
- // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
- // color.rgb = lerp( refraction, color.rgb, color.a );
- // color.a = 1;
- //#endif
-
- #ifdef ASE_FOG
- UNITY_APPLY_FOG(IN.fogCoord, c);
- #endif
- return c;
- }
- ENDCG
- }
-
-
- Pass
- {
-
- Name "Deferred"
- Tags
- {
- "LightMode"="Deferred"
- }
-
- AlphaToMask Off
-
- CGPROGRAM
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma target 3.5
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #pragma multi_compile_prepassfinal
- #ifndef UNITY_PASS_DEFERRED
- #define UNITY_PASS_DEFERRED
- #endif
- #include "HLSLSupport.cginc"
- #if !defined( UNITY_INSTANCED_LOD_FADE )
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #if !defined( UNITY_INSTANCED_SH )
- #define UNITY_INSTANCED_SH
- #endif
- #if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
-
- #include "UnityStandardUtils.cginc"
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION (pos);
- #else
- float4 pos : SV_POSITION;
- #endif
- float4 lmap : TEXCOORD2;
- #ifndef LIGHTMAP_ON
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- half3 sh : TEXCOORD3;
- #endif
- #else
- #ifdef DIRLIGHTMAP_OFF
- float4 lmapFadePos : TEXCOORD4;
- #endif
- #endif
- float4 tSpace0 : TEXCOORD5;
- float4 tSpace1 : TEXCOORD6;
- float4 tSpace2 : TEXCOORD7;
- float4 ase_texcoord8 : TEXCOORD8;
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef LIGHTMAP_ON
- float4 unity_LightmapFade;
- #endif
- fixed4 unity_Ambient;
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- #endif
- uniform float _ShadowFade;
- #ifdef _ENABLESHADOW_ON
- uniform float2 _ShadowOffset;
- #endif
- uniform sampler2D _NormalMap;
- uniform float _NormalIntensity;
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _Metallic;
- #ifdef _METALLICMAPTOGGLE_ON
- uniform sampler2D _MetallicMap;
- #endif
- uniform float _Smoothness;
- uniform float _AlphaClip;
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction(appdata v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -
- _SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4(
- (temp_output_27_0_g11725 *
- _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord9 = screenPos;
-
- o.ase_texcoord8.xy = v.ase_texcoord.xy;
- o.ase_texcoord10 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord8.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- o.pos = UnityObjectToClipPos(v.vertex);
- float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
- fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
- fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
- fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
- fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
- o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
- o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
- o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
-
- #ifdef DYNAMICLIGHTMAP_ON
- o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #else
- o.lmap.zw = 0;
- #endif
- #ifdef LIGHTMAP_ON
- o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #ifdef DIRLIGHTMAP_OFF
- o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) *
- unity_ShadowFadeCenterAndType.w;
- o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
- #endif
- #else
- o.lmap.xy = 0;
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- o.sh = 0;
- o.sh = ShadeSHPerVertex(worldNormal, o.sh);
- #endif
- #endif
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(appdata v)
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction(InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M
-, _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata)0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord
- * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(
- patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex
-.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], o);
- return VertexFunction (o);
- }
- #else
- v2f vert(appdata v)
- {
- return VertexFunction(v);
- }
- #endif
-
- void frag(v2f IN
- , out half4 outGBuffer0 : SV_Target0
- , out half4 outGBuffer1 : SV_Target1
- , out half4 outGBuffer2 : SV_Target2
- , out half4 outEmission : SV_Target3
- #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
- , out half4 outShadowMask : SV_Target4
- #endif
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
- float3 WorldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
- float3 WorldBiTangent = float3(IN.tSpace0.y, IN.tSpace1.y, IN.tSpace2.y);
- float3 WorldNormal = float3(IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z);
- float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
- float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
- half atten = 1;
-
- float2 texCoord363 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord9;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((worldPos).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (worldPos).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).
- r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) *
- UNITY_PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -
- 0.25) * UNITY_PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + worldPos.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed *
- shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed *
- shaderTime237))
- * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * UNITY_PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0),
- float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed *
- UNITY_PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = IN.ase_texcoord8.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11765) * temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha *
- temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(worldPos.x, worldPos.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g),
- break12_g11785.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y +
- break2_g11801.y + break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0, 1)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0, -1)) *
- temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth
- * float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) *
- 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb * temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, -1)) * temp_output_209_0_g11787)))
- .a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))),
- (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed *
- temp_output_44_0_g11815 * 0.2)) + worldPos.y) /
- temp_output_44_0_g11815) *
- _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale))
- .r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y
- +
- break2_g11820.y + break2_g11820.z) / 6.0) * _GlitchBrightness *
- hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
-((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
-clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x +
- break2_g11855.y + break2_g11855.y + break2_g11855.y +
- break2_g11855.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) *
- _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) + ((
- temp_output_59_0_g11845 * _MetalNoiseSpeed) + temp_output_58_0_g11845)) *
- _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max(
- _MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 *
- _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) *
- _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) +
- ((temp_output_73_0_g11837 * _FrozenHighlightSpeed) +
- temp_output_72_0_g11837)) * _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (
- _FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).
- rgb * max(
- (_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * UNITY_PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
- float2 temp_output_11_0_g11915 = finalUV146;
-
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915);
- float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic);
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r);
- #else
- float staticSwitch22_g11915 = _Smoothness;
- #endif
-
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = UnpackScaleNormal(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity);
- o.Emission = staticSwitch13_g11915;
- #if defined(_SPECULAR_SETUP)
- o.Specular = fixed3(0, 0, 0);
- #else
- o.Metallic = staticSwitch23_g11915;
- #endif
- o.Smoothness = staticSwitch22_g11915;
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float3 BakedGI = 0;
-
- #ifdef _ALPHATEST_ON
- clip(o.Alpha - AlphaClipThreshold);
- #endif
-
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
-
- #ifndef USING_DIRECTIONAL_LIGHT
- fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
- #else
- fixed3 lightDir = _WorldSpaceLightPos0.xyz;
- #endif
-
- float3 worldN;
- worldN.x = dot(IN.tSpace0.xyz, o.Normal);
- worldN.y = dot(IN.tSpace1.xyz, o.Normal);
- worldN.z = dot(IN.tSpace2.xyz, o.Normal);
- worldN = normalize(worldN);
- o.Normal = worldN;
-
- UnityGI gi;
- UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- gi.light.color = 0;
- gi.light.dir = half3(0, 1, 0);
-
- UnityGIInput giInput;
- UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
- giInput.light = gi.light;
- giInput.worldPos = worldPos;
- giInput.worldViewDir = worldViewDir;
- giInput.atten = atten;
- #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
- giInput.lightmapUV = IN.lmap;
- #else
- giInput.lightmapUV = 0.0;
- #endif
- #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
- giInput.ambient = IN.sh;
- #else
- giInput.ambient.rgb = 0.0;
- #endif
- giInput.probeHDR[0] = unity_SpecCube0_HDR;
- giInput.probeHDR[1] = unity_SpecCube1_HDR;
- #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
- giInput.boxMin[0] = unity_SpecCube0_BoxMin;
- #endif
- #ifdef UNITY_SPECCUBE_BOX_PROJECTION
- giInput.boxMax[0] = unity_SpecCube0_BoxMax;
- giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
- giInput.boxMax[1] = unity_SpecCube1_BoxMax;
- giInput.boxMin[1] = unity_SpecCube1_BoxMin;
- giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
- #endif
-
- #if defined(_SPECULAR_SETUP)
- LightingStandardSpecular_GI(o, giInput, gi);
- #else
- LightingStandard_GI(o, giInput, gi);
- #endif
-
- #ifdef ASE_BAKEDGI
- gi.indirect.diffuse = BakedGI;
- #endif
-
- #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
- gi.indirect.diffuse = 0;
- #endif
-
- #if defined(_SPECULAR_SETUP)
- outEmission = LightingStandardSpecular_Deferred(o, worldViewDir, gi, outGBuffer0, outGBuffer1,
- outGBuffer2);
- #else
- outEmission = LightingStandard_Deferred(o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
- #endif
-
- #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
- outShadowMask = UnityGetRawBakedOcclusions(IN.lmap.xy, float3(0, 0, 0));
- #endif
- #ifndef UNITY_HDR_ON
- outEmission.rgb = exp2(-outEmission.rgb);
- #endif
- }
- ENDCG
- }
-
-
- Pass
- {
-
- Name "Meta"
- Tags
- {
- "LightMode"="Meta"
- }
- Cull Off
-
- CGPROGRAM
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #pragma shader_feature EDITOR_VISUALIZATION
- #ifndef UNITY_PASS_META
- #define UNITY_PASS_META
- #endif
- #include "HLSLSupport.cginc"
- #if !defined( UNITY_INSTANCED_LOD_FADE )
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #if !defined( UNITY_INSTANCED_SH )
- #define UNITY_INSTANCED_SH
- #endif
- #if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
- #include "UnityMetaPass.cginc"
-
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- #if UNITY_VERSION >= 201810
- UNITY_POSITION (pos);
- #else
- float4 pos : SV_POSITION;
- #endif
- #ifdef EDITOR_VISUALIZATION
- float2 vizUV : TEXCOORD1;
- float4 lightCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- #ifdef _EMISSIONTOGGLE_ON
- uniform float4 _EmissionTint;
- uniform sampler2D _EmissionMap;
- #endif
- uniform float _AlphaClip;
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction(appdata v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.texcoord.xyzw.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip)
- * -
- _SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.texcoord.xyzw.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale),
- 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4(
- (temp_output_27_0_g11725 *
- _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord4 = screenPos;
- o.ase_texcoord5.xyz = ase_positionWS;
-
- o.ase_texcoord3.xy = v.texcoord.xyzw.xy;
- o.ase_texcoord6 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord3.zw = 0;
- o.ase_texcoord5.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- #ifdef EDITOR_VISUALIZATION
- o.vizUV = 0;
- o.lightCoord = 0;
- if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
- o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy,
- unity_EditorViz_Texture_ST);
- else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
- {
- o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
- }
- #endif
-
- o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST,
- unity_DynamicLightmapST);
-
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(appdata v)
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction(InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M
-, _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata)0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(
- patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex
-.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], o);
- return VertexFunction (o);
- }
- #else
- v2f vert(appdata v)
- {
- return VertexFunction(v);
- }
- #endif
-
- fixed4 frag(v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
-
- float2 texCoord363 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord4;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord5.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 + temp_output_1_0_g11671),
- 0.0),
- float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (IN.ase_texcoord6.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).
- r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(
- 0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * UNITY_PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * UNITY_PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * UNITY_PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = IN.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(
- clampResult37_g11767,
- (_CustomFadeSmoothness / max(
- tex2DNode3_g11767.r,
- 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) +
- temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771,
- clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(
- max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r,
- break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y +
- break2_g11801.y + break2_g11801.z)
- / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (
- _OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- *
- float2(
- 0, -
- 1))
- *
- temp_output_25_0_g11810)))
- .a,
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- *
- float2(
- 0,
- 1))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- -1, 0))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(1, 0))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth
- *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).
- a), tex2D(
- _MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0),
- 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth
- * float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth
- * float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) +
- 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed *
- temp_output_44_0_g11815 * 0.2)) +
- ase_positionWS.y) / temp_output_44_0_g11815) *
- _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y
- +
- break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * UNITY_PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float2 temp_output_11_0_g11915 = finalUV146;
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
-
- o.Albedo = temp_output_340_0.rgb;
- o.Normal = fixed3(0, 0, 1);
- o.Emission = staticSwitch13_g11915;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
-
- #ifdef _ALPHATEST_ON
- clip(o.Alpha - AlphaClipThreshold);
- #endif
-
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
-
- UnityMetaInput metaIN;
- UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
- metaIN.Albedo = o.Albedo;
- metaIN.Emission = o.Emission;
- #ifdef EDITOR_VISUALIZATION
- metaIN.VizUV = IN.vizUV;
- metaIN.LightCoord = IN.lightCoord;
- #endif
- return UnityMetaFragment(metaIN);
- }
- ENDCG
- }
-
-
- Pass
- {
-
- Name "ShadowCaster"
- Tags
- {
- "LightMode"="ShadowCaster"
- }
- ZWrite On
- ZTest LEqual
- AlphaToMask Off
-
- CGPROGRAM
- #define ASE_NEEDS_FRAG_SHADOWCOORDS
- #pragma multi_compile_instancing
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_ON 1
- #define ASE_VERSION 19801
-
- #pragma vertex vert
- #pragma fragment frag
- #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
- #pragma multi_compile_shadowcaster
- #ifndef UNITY_PASS_SHADOWCASTER
- #define UNITY_PASS_SHADOWCASTER
- #endif
- #include "HLSLSupport.cginc"
- #ifndef UNITY_INSTANCED_LOD_FADE
- #define UNITY_INSTANCED_LOD_FADE
- #endif
- #ifndef UNITY_INSTANCED_SH
- #define UNITY_INSTANCED_SH
- #endif
- #ifndef UNITY_INSTANCED_LIGHTMAPSTS
- #define UNITY_INSTANCED_LIGHTMAPSTS
- #endif
- #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
- #define CAN_SKIP_VPOS
- #endif
- #include "UnityShaderVariables.cginc"
- #include "UnityCG.cginc"
- #include "Lighting.cginc"
- #include "UnityPBSLighting.cginc"
-
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
- struct appdata
- {
- float4 vertex : POSITION;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct v2f
- {
- V2F_SHADOW_CASTER;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
- #ifdef UNITY_STANDARD_USE_DITHER_MASK
- sampler3D _DitherMaskLOD;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishStretch;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- uniform float2 _ScreenTilingScale;
- uniform float2 _ScreenTilingOffset;
- uniform float _ScreenTilingPixelsPerUnit;
- #endif
- uniform sampler2D _MainTex;
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEWORLDTILING_ON
- uniform float2 _WorldTilingScale;
- uniform float2 _WorldTilingOffset;
- uniform float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- uniform float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESQUISH_ON
- uniform float _SquishFade;
- uniform float _SquishFlip;
- uniform float _SquishSquish;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- uniform float _TimeValue;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- uniform float UnscaledTime;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- uniform float _TimeSpeed;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- uniform float _TimeFPS;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- uniform float _TimeFrequency;
- uniform float _TimeRange;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- uniform float2 _SineMoveFrequency;
- uniform float2 _SineMoveOffset;
- uniform float _SineMoveFade;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- uniform float _VibrateFrequency;
- uniform float _VibrateOffset;
- uniform float _VibrateFade;
- uniform float _VibrateRotation;
- #endif
- #ifdef _ENABLESINESCALE_ON
- uniform float _SineScaleFrequency;
- uniform float2 _SineScaleFactor;
- #endif
- uniform float _FadingFade;
- #ifdef _SHADERFADING_MASK
- uniform sampler2D _FadingMask;
- uniform float4 _FadingMask_ST;
- #endif
- uniform float _FadingWidth;
- uniform sampler2D _UberNoiseTexture;
- uniform float _PixelsPerUnit;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- uniform float _RectWidth;
- uniform float _RectHeight;
- #endif
- uniform float _ScreenWidthUnits;
- uniform float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- uniform float2 _FadingPosition;
- uniform float _FadingNoiseFactor;
- #endif
- #ifdef _ENABLEWIND_ON
- uniform float _WindRotationWindFactor;
- uniform float WindMinIntensity;
- uniform float _WindMinIntensity;
- uniform float WindMaxIntensity;
- uniform float _WindMaxIntensity;
- uniform float _WindXPosition;
- uniform float WindNoiseScale;
- uniform float _WindNoiseScale;
- uniform float WindTime;
- uniform float _WindNoiseSpeed;
- uniform float _WindRotation;
- uniform float _WindMaxRotation;
- uniform float _WindFlip;
- uniform float _WindSquishFactor;
- uniform float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- uniform float _FullDistortionFade;
- uniform float2 _FullDistortionNoiseScale;
- uniform float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- uniform float2 _DirectionalDistortionDistortionScale;
- uniform float _DirectionalDistortionRandomDirection;
- uniform float2 _DirectionalDistortionDistortion;
- uniform float _DirectionalDistortionInvert;
- uniform float _DirectionalDistortionRotation;
- uniform float _DirectionalDistortionFade;
- uniform float2 _DirectionalDistortionNoiseScale;
- uniform float _DirectionalDistortionNoiseFactor;
- uniform float _DirectionalDistortionWidth;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float _HologramDistortionSpeed;
- uniform float _HologramDistortionDensity;
- uniform float _HologramDistortionScale;
- uniform float _HologramDistortionOffset;
- uniform float _HologramFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float2 _GlitchDistortionSpeed;
- uniform float2 _GlitchDistortionScale;
- uniform float2 _GlitchDistortion;
- uniform float2 _GlitchMaskSpeed;
- uniform float2 _GlitchMaskScale;
- uniform float _GlitchMaskMin;
- uniform float _GlitchFade;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- uniform float2 _UVDistortFrom;
- uniform float2 _UVDistortTo;
- uniform float2 _UVDistortSpeed;
- uniform float2 _UVDistortNoiseScale;
- uniform float _UVDistortFade;
- uniform sampler2D _UVDistortMask;
- uniform float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- uniform float2 _SqueezeCenter;
- uniform float _SqueezePower;
- uniform float2 _SqueezeScale;
- uniform float _SqueezeFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- uniform float _SineRotateFrequency;
- uniform float _SineRotateAngle;
- uniform float _SineRotateFade;
- uniform float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- uniform float _UVRotateSpeed;
- uniform float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- uniform float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- uniform float _PixelatePixelDensity;
- uniform float _PixelatePixelsPerUnit;
- uniform float _PixelateFade;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- uniform float2 _UVScalePivot;
- uniform float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- uniform float _WiggleFrequency;
- uniform float _WiggleSpeed;
- uniform float _WiggleOffset;
- uniform float _WiggleFade;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- uniform float _GaussianBlurOffset;
- uniform float _GaussianBlurFade;
- #endif
- #ifdef _ENABLESHARPEN_ON
- uniform float _SharpenOffset;
- uniform float _SharpenFactor;
- uniform float _SharpenFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- uniform float _SmokeVertexSeed;
- uniform float _SmokeNoiseScale;
- uniform float _SmokeNoiseFactor;
- uniform float _SmokeSmoothness;
- uniform float _SmokeDarkEdge;
- uniform float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- uniform sampler2D _CustomFadeFadeMask;
- uniform float2 _CustomFadeNoiseScale;
- uniform float _CustomFadeNoiseFactor;
- uniform float _CustomFadeSmoothness;
- uniform float _CustomFadeAlpha;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- uniform float _CheckerboardDarken;
- uniform float _CheckerboardTiling;
- #endif
- #ifdef _ENABLEFLAME_ON
- uniform float2 _FlameSpeed;
- uniform float2 _FlameNoiseScale;
- uniform float _FlameNoiseHeightFactor;
- uniform float _FlameNoiseFactor;
- uniform float _FlameRadius;
- uniform float _FlameSmooth;
- uniform float _FlameBrightness;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- uniform float4 _RecolorRGBRedTint;
- uniform sampler2D _RecolorRGBTexture;
- uniform float4 _RecolorRGBGreenTint;
- uniform float4 _RecolorRGBBlueTint;
- uniform float _RecolorRGBFade;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- uniform sampler2D _RecolorRGBYCPTexture;
- uniform float4 _RecolorRGBYCPPurpleTint;
- uniform float4 _RecolorRGBYCPBlueTint;
- uniform float4 _RecolorRGBYCPCyanTint;
- uniform float4 _RecolorRGBYCPGreenTint;
- uniform float4 _RecolorRGBYCPYellowTint;
- uniform float4 _RecolorRGBYCPRedTint;
- uniform float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- uniform float4 _ColorReplaceFromColor;
- uniform float _ColorReplaceContrast;
- uniform float4 _ColorReplaceToColor;
- uniform float _ColorReplaceSmoothness;
- uniform float _ColorReplaceRange;
- uniform float _ColorReplaceFade;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- uniform float _NegativeFade;
- #endif
- #ifdef _ENABLECONTRAST_ON
- uniform float _Contrast;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- uniform float _Brightness;
- #endif
- #ifdef _ENABLEHUE_ON
- uniform float _Hue;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- uniform float4 _SplitToningShadowsColor;
- uniform float4 _SplitToningHighlightsColor;
- uniform float _SplitToningShift;
- uniform float _SplitToningBalance;
- uniform float _SplitToningContrast;
- uniform float _SplitToningFade;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- uniform float4 _BlackTintColor;
- uniform float _BlackTintPower;
- uniform float _BlackTintFade;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- uniform float4 _InkSpreadColor;
- uniform float _InkSpreadContrast;
- uniform float _InkSpreadFade;
- uniform float _InkSpreadDistance;
- uniform float2 _InkSpreadPosition;
- uniform float2 _InkSpreadNoiseScale;
- uniform float _InkSpreadNoiseFactor;
- uniform float _InkSpreadWidth;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- uniform float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEADDHUE_ON
- uniform float _AddHueSpeed;
- uniform float _AddHueSaturation;
- uniform float _AddHueBrightness;
- uniform float _AddHueContrast;
- uniform float _AddHueFade;
- uniform sampler2D _AddHueMask;
- uniform float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- uniform float _SineGlowContrast;
- uniform float4 _SineGlowColor;
- uniform sampler2D _SineGlowMask;
- uniform float4 _SineGlowMask_ST;
- uniform float _SineGlowFade;
- uniform float _SineGlowFrequency;
- uniform float _SineGlowMax;
- uniform float _SineGlowMin;
- #endif
- #ifdef _ENABLESATURATION_ON
- uniform float _Saturation;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- uniform float4 _InnerOutlineColor;
- uniform sampler2D _InnerOutlineTintTexture;
- uniform float2 _InnerOutlineTextureSpeed;
- uniform float _InnerOutlineFade;
- uniform float2 _InnerOutlineNoiseSpeed;
- uniform float2 _InnerOutlineNoiseScale;
- uniform float2 _InnerOutlineDistortionIntensity;
- uniform float _InnerOutlineWidth;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- uniform float4 _OuterOutlineColor;
- uniform sampler2D _OuterOutlineTintTexture;
- uniform float2 _OuterOutlineTextureSpeed;
- uniform float _OuterOutlineFade;
- uniform float2 _OuterOutlineNoiseSpeed;
- uniform float2 _OuterOutlineNoiseScale;
- uniform float2 _OuterOutlineDistortionIntensity;
- uniform float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- uniform float4 _PixelOutlineColor;
- uniform sampler2D _PixelOutlineTintTexture;
- uniform float2 _PixelOutlineTextureSpeed;
- uniform float _PixelOutlineFade;
- uniform float _PixelOutlineAlphaLimit;
- uniform float _PixelOutlineWidth;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- uniform float4 _PingPongGlowFrom;
- uniform float4 _PingPongGlowTo;
- uniform float _PingPongGlowFrequency;
- uniform float _PingPongGlowFade;
- uniform float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- uniform float4 _HologramTint;
- uniform float _HologramContrast;
- uniform float _HologramLineSpeed;
- uniform float _HologramLineFrequency;
- uniform float _HologramLineGap;
- uniform float _HologramMinAlpha;
- #endif
- #ifdef _ENABLEGLITCH_ON
- uniform float _GlitchBrightness;
- uniform float2 _GlitchNoiseSpeed;
- uniform float2 _GlitchNoiseScale;
- uniform float _GlitchHueSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- uniform float4 _CamouflageBaseColor;
- uniform float4 _CamouflageColorA;
- uniform float _CamouflageDensityA;
- uniform float2 _CamouflageDistortionSpeed;
- uniform float2 _CamouflageDistortionScale;
- uniform float2 _CamouflageDistortionIntensity;
- uniform float2 _CamouflageNoiseScaleA;
- uniform float _CamouflageSmoothnessA;
- uniform float4 _CamouflageColorB;
- uniform float _CamouflageDensityB;
- uniform float2 _CamouflageNoiseScaleB;
- uniform float _CamouflageSmoothnessB;
- uniform float _CamouflageContrast;
- uniform float _CamouflageFade;
- #endif
- #ifdef _ENABLEMETAL_ON
- uniform float _MetalHighlightDensity;
- uniform float2 _MetalNoiseDistortionSpeed;
- uniform float2 _MetalNoiseDistortionScale;
- uniform float2 _MetalNoiseDistortion;
- uniform float2 _MetalNoiseSpeed;
- uniform float2 _MetalNoiseScale;
- uniform float4 _MetalHighlightColor;
- uniform float _MetalHighlightContrast;
- uniform float _MetalContrast;
- uniform float4 _MetalColor;
- uniform float _MetalFade;
- uniform sampler2D _MetalMask;
- uniform float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- uniform float _FrozenContrast;
- uniform float4 _FrozenTint;
- uniform float _FrozenSnowContrast;
- uniform float4 _FrozenSnowColor;
- uniform float _FrozenSnowDensity;
- uniform float2 _FrozenSnowScale;
- uniform float _FrozenHighlightDensity;
- uniform float2 _FrozenHighlightDistortionSpeed;
- uniform float2 _FrozenHighlightDistortionScale;
- uniform float2 _FrozenHighlightDistortion;
- uniform float2 _FrozenHighlightSpeed;
- uniform float2 _FrozenHighlightScale;
- uniform float4 _FrozenHighlightColor;
- uniform float _FrozenHighlightContrast;
- uniform float _FrozenFade;
- #endif
- #ifdef _ENABLEBURN_ON
- uniform float _BurnInsideContrast;
- uniform float4 _BurnInsideNoiseColor;
- uniform float _BurnInsideNoiseFactor;
- uniform float2 _BurnSwirlNoiseScale;
- uniform float _BurnSwirlFactor;
- uniform float2 _BurnInsideNoiseScale;
- uniform float4 _BurnInsideColor;
- uniform float _BurnRadius;
- uniform float2 _BurnPosition;
- uniform float2 _BurnEdgeNoiseScale;
- uniform float _BurnEdgeNoiseFactor;
- uniform float _BurnWidth;
- uniform float4 _BurnEdgeColor;
- uniform float _BurnFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- uniform float2 _RainbowCenter;
- uniform float2 _RainbowNoiseScale;
- uniform float _RainbowNoiseFactor;
- uniform float _RainbowDensity;
- uniform float _RainbowSpeed;
- uniform float _RainbowSaturation;
- uniform float _RainbowBrightness;
- uniform float _RainbowContrast;
- uniform float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- uniform float _ShineSaturation;
- uniform float _ShineContrast;
- uniform float4 _ShineColor;
- uniform float _ShineRotation;
- uniform float _ShineFrequency;
- uniform float _ShineSpeed;
- uniform float _ShineWidth;
- uniform float _ShineSmooth;
- uniform float _ShineFade;
- uniform sampler2D _ShineMask;
- uniform float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEPOISON_ON
- uniform float2 _PoisonNoiseSpeed;
- uniform float2 _PoisonNoiseScale;
- uniform float _PoisonShiftSpeed;
- uniform float _PoisonDensity;
- uniform float4 _PoisonColor;
- uniform float _PoisonFade;
- uniform float _PoisonNoiseBrightness;
- uniform float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- uniform float4 _EnchantedLowColor;
- uniform float4 _EnchantedHighColor;
- uniform float2 _EnchantedSpeed;
- uniform float2 _EnchantedScale;
- uniform float _EnchantedRainbowDensity;
- uniform float _EnchantedRainbowSpeed;
- uniform float _EnchantedRainbowSaturation;
- uniform float _EnchantedContrast;
- uniform float _EnchantedBrightness;
- uniform float _EnchantedReduce;
- uniform float _EnchantedFade;
- #endif
- #ifdef _ENABLESHIFTING_ON
- uniform float4 _ShiftingColorA;
- uniform float4 _ShiftingColorB;
- uniform float _ShiftingSpeed;
- uniform float _ShiftingDensity;
- uniform float _ShiftingBrightness;
- uniform float _ShiftingSaturation;
- uniform float _ShiftingContrast;
- uniform float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform sampler2D _TextureLayer1Texture;
- uniform float2 _TextureLayer1Scale;
- uniform float2 _TextureLayer1Offset;
- uniform float2 _TextureLayer1ScrollSpeed;
- uniform float _TextureLayer1EdgeClip;
- #endif
- uniform int _TextureLayer1Columns;
- uniform int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float _TextureLayer1Speed;
- #endif
- uniform int _TextureLayer1StartFrame;
- #ifdef _ENABLETEXTURELAYER1_ON
- uniform float4 _TextureLayer1Color;
- uniform float _TextureLayer1Contrast;
- uniform float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform sampler2D _TextureLayer2Texture;
- uniform float2 _TextureLayer2Scale;
- uniform float2 _TextureLayer2Offset;
- uniform float2 _TextureLayer2ScrollSpeed;
- uniform float _TextureLayer2EdgeClip;
- #endif
- uniform int _TextureLayer2Columns;
- uniform int _TextureLayer2Rows;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float _TextureLayer2Speed;
- #endif
- uniform int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- uniform float4 _TextureLayer2Color;
- uniform float _TextureLayer2Contrast;
- uniform float _TextureLayer2Fade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- uniform float _FullAlphaDissolveFade;
- uniform float _FullAlphaDissolveWidth;
- uniform float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- uniform float4 _FullGlowDissolveEdgeColor;
- uniform float2 _FullGlowDissolveNoiseScale;
- uniform float _FullGlowDissolveFade;
- uniform float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- uniform float _SourceAlphaDissolveInvert;
- uniform float _SourceAlphaDissolveFade;
- uniform float2 _SourceAlphaDissolvePosition;
- uniform float2 _SourceAlphaDissolveNoiseScale;
- uniform float _SourceAlphaDissolveNoiseFactor;
- uniform float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- uniform float2 _SourceGlowDissolvePosition;
- uniform float2 _SourceGlowDissolveNoiseScale;
- uniform float _SourceGlowDissolveNoiseFactor;
- uniform float _SourceGlowDissolveFade;
- uniform float _SourceGlowDissolveWidth;
- uniform float4 _SourceGlowDissolveEdgeColor;
- uniform float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- uniform float _DirectionalAlphaFadeInvert;
- uniform float _DirectionalAlphaFadeRotation;
- uniform float _DirectionalAlphaFadeFade;
- uniform float2 _DirectionalAlphaFadeNoiseScale;
- uniform float _DirectionalAlphaFadeNoiseFactor;
- uniform float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- uniform float4 _DirectionalGlowFadeEdgeColor;
- uniform float _DirectionalGlowFadeInvert;
- uniform float _DirectionalGlowFadeRotation;
- uniform float _DirectionalGlowFadeFade;
- uniform float2 _DirectionalGlowFadeNoiseScale;
- uniform float _DirectionalGlowFadeNoiseFactor;
- uniform float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- uniform float _HalftoneInvert;
- uniform float _HalftoneTiling;
- uniform float _HalftoneFade;
- uniform float2 _HalftonePosition;
- uniform float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- uniform float4 _AddColorColor;
- uniform sampler2D _AddColorMask;
- uniform float4 _AddColorMask_ST;
- uniform float _AddColorContrast;
- uniform float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- uniform float4 _AlphaTintColor;
- uniform float _AlphaTintMinAlpha;
- uniform float _AlphaTintFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- uniform float4 _StrongTintTint;
- uniform sampler2D _StrongTintMask;
- uniform float4 _StrongTintMask_ST;
- uniform float _StrongTintContrast;
- uniform float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- uniform float4 _ShadowColor;
- uniform float _ShadowFade;
- uniform float2 _ShadowOffset;
- #endif
- uniform float _AlphaClip;
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- v2f VertexFunction(appdata v)
- {
- UNITY_SETUP_INSTANCE_ID(v);
- v2f o;
- UNITY_INITIALIZE_OUTPUT(v2f, o);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = UnityObjectToClipPos(v.vertex);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = mul(unity_ObjectToWorld, float4((v.vertex).xyz, 1)).xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((v.vertex.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((v.vertex.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- o.ase_texcoord3 = screenPos;
- o.ase_texcoord4.xyz = ase_positionWS;
-
- o.ase_texcoord2.xy = v.ase_texcoord.xy;
- o.ase_texcoord5 = v.vertex;
- o.ase_color = v.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- o.ase_texcoord2.zw = 0;
- o.ase_texcoord4.w = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = v.vertex.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- v.vertex.xyz = vertexValue;
- #else
- v.vertex.xyz += vertexValue;
- #endif
- v.vertex.w = 1;
- v.normal = v.normal;
- v.tangent = v.tangent;
-
- TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
- return o;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 vertex : INTERNALTESSPOS;
- float4 tangent : TANGENT;
- float3 normal : NORMAL;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(appdata v)
- {
- VertexControl o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_TRANSFER_INSTANCE_ID(v, o);
- o.vertex = v.vertex;
- o.tangent = v.tangent;
- o.normal = v.normal;
- o.texcoord1 = v.texcoord1;
- o.texcoord2 = v.texcoord2;
- o.ase_texcoord = v.ase_texcoord;
- o.ase_color = v.ase_color;
- return o;
- }
-
- TessellationFactors TessellationFunction(InputPatch v)
- {
- TessellationFactors o;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M
-, _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(v[0].vertex, v [1].vertex, v [2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M
-, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- o.edge [0] = tf.x; o.edge [1] = tf.y; o.edge [2] = tf.z; o.inside= tf.w;
- return o;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- v2f DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- appdata o = (appdata)0;
- o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
- o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
- o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
- o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
- o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord
- * bary.z;
- o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(
- patch[i].vertex.xyz, patch[i].normal));
- float phongStrength = _TessPhongStrength;
- o.vertex.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength) * o.vertex
-.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], o);
- return VertexFunction (o);
- }
- #else
- v2f vert(appdata v)
- {
- return VertexFunction(v);
- }
- #endif
-
- fixed4 frag(v2f IN
- #ifdef _DEPTHOFFSET_ON
- , out float outputDepth : SV_Depth
- #endif
- #if !defined( CAN_SKIP_VPOS )
- , UNITY_VPOS_TYPE vpos : VPOS
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(IN);
-
- #ifdef LOD_FADE_CROSSFADE
- UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
- #endif
-
- #if defined(_SPECULAR_SETUP)
- SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
- #else
- SurfaceOutputStandard o = (SurfaceOutputStandard)0;
- #endif
-
- float2 texCoord363 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = IN.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (_ScreenTilingPixelsPerUnit *
- appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = IN.ase_texcoord4.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(unity_WorldToObject, float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _Time.y;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(unity_ObjectToWorld[0].xyz), length(unity_ObjectToWorld[1].xyz),
- length(unity_ObjectToWorld[2].xyz));
- float2 texCoord23_g11669 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScreenParams).xy) / (_ScreenParams.x /
- _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) *
- UNITY_PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -
- 0.25) * UNITY_PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed *
- shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed *
- temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * UNITY_PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = IN.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11765) * temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(
- clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
-(((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801
- .y + break2_g11801.y + break2_g11801.y + break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0, -1)) * temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-1, 0)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11782))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb * temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11787))).
- a), tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth
- * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0)
- / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) +
- ase_positionWS.y) / temp_output_44_0_g11815) *
- _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed *
- temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y +
- break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y +
- break2_g11855.y +
- break2_g11855.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11845) *
- _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) *
- _MetalNoiseDistortion) + ((temp_output_59_0_g11845 *
- _MetalNoiseSpeed) + temp_output_58_0_g11845)) *
- _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (
- pow(max(temp_output_5_0_g11845, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * UNITY_PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- UNITY_PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = IN.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (IN.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
- o.Normal = fixed3(0, 0, 1);
- o.Occlusion = 1;
- o.Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float AlphaClipThresholdShadow = 0.5;
-
- #ifdef _ALPHATEST_SHADOW_ON
- if (unity_LightShadowBias.z != 0.0)
- clip(o.Alpha - AlphaClipThresholdShadow);
- #ifdef _ALPHATEST_ON
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11682( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11683( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11729( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11740( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11766( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11772( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11800( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11784( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11811( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11854( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11856( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11839( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11841( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11833( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11865( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11863( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11882( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11888( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11886( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11908 = fixedUV475;
+ float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11910 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ float temp_output_8_0_g11910 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ #else
+ float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11911 = temp_output_8_0_g11910;
+ float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
+ float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ #else
+ float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11910;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord6.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord7 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord6.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+ half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ o.tangentWS = half4( tangentWS, v.tangent.w );
+
+ o.ambientOrLightmapUV = 0;
+ #ifdef LIGHTMAP_ON
+ o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #elif UNITY_SHOULD_SAMPLE_SH
+ #ifdef VERTEXLIGHT_ON
+ o.ambientOrLightmapUV.rgb += Shade4PointLights(
+ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
+ unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
+ unity_4LightAtten0, positionWS, normalWS );
+ #endif
+ o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb );
+ #endif
+ #ifdef DYNAMICLIGHTMAP_ON
+ o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ o.tangentWS.zw = v.texcoord.xy;
+ o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+
+ UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
+ #if defined( ASE_FOG )
+ UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos );
+ #endif
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ half atten;
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz )
+ atten = temp;
+ #else
+ atten = 1;
+ #endif
+ }
+
+ float3 PositionWS = IN.worldPos.xyz;
+ half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
+ float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = IN.normalWS;
+ half3 TangentWS = IN.tangentWS.xyz;
+ half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
+ half3 LightAtten = atten;
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (IN.ase_texcoord7.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11680 = unity_OrthoParams.y;
+ float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11680 );
+ float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
+ float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
+ float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11681 = appendResult2_g11681;
+ #else
+ float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11730 = staticSwitch62;
+ float2 temp_output_26_0_g11730 = shaderPosition235;
+ float temp_output_25_0_g11730 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
+ float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
+ float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11739 = appendResult2_g11739;
+ #else
+ float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord6.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ #else
+ float staticSwitch29_g11737 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) );
+ #else
+ float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ #else
+ float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ #else
+ float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ #else
+ float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11730 = clampResult46_g11732;
+ #else
+ float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ #endif
+ float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ #else
+ float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ #endif
+ float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
+ float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ #else
+ float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11741;
+ float2 texCoord131 = IN.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord6.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11742 = staticSwitch485;
+ float2 break11_g11742 = float2( 0,0 );
+ float2 break10_g11742 = float2( 1,1 );
+ float2 break9_g11742 = spriteRectMin376;
+ float2 break8_g11742 = spriteRectMax377;
+ float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11764 = originalColor191;
+ float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
+ float2 temp_output_7_0_g11764 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
+ float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
+ float4 staticSwitch2_g11764 = appendResult31_g11765;
+ #else
+ float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
+ float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
+ float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11764 = appendResult13_g11767;
+ #else
+ float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ #endif
+ float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
+ float2 appendResult4_g11770 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
+ float4 staticSwitch2_g11769 = appendResult42_g11770;
+ #else
+ float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11771 = finalUV146;
+ float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
+ float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
+ float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
+ float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ #else
+ float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ #endif
+ float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
+ float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
+ float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
+ float2 temp_output_1_0_g11773 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch81_g11805 = appendResult91_g11805;
+ #endif
+ float3 break82_g11805 = (staticSwitch81_g11805).xyz;
+ float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
+ float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
+ float4 break2_g11806 = temp_output_1_0_g11805;
+ float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
+ float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
+ float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch43_g11773 = appendResult30_g11805;
+ #else
+ float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ #endif
+ float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
+ float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.8333333 )
+ ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
else
- clip(o.Alpha - AlphaClipThreshold);
- #endif
- #else
- #ifdef _ALPHATEST_ON
- clip(o.Alpha - AlphaClipThreshold);
- #endif
- #endif
+ ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.6666667 )
+ ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11803 = ifLocalVar46_g11803;
+ float4 ifLocalVar47_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.3333333 )
+ ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.1666667 )
+ ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11803 = ifLocalVar47_g11803;
+ float4 ifLocalVar35_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.5 )
+ ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ else
+ ifLocalVar35_g11803 = ifLocalVar45_g11803;
+ float4 break55_g11803 = ifLocalVar35_g11803;
+ float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
+ float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch9_g11773 = appendResult30_g11803;
+ #else
+ float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
+ float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
+ float3 In115_g11777 = temp_output_2_0_g11777;
+ float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11778 = temp_output_1_0_g11777;
+ float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11777 = _ColorReplaceSmoothness;
+ float Range115_g11777 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
+ float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
+ float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch29_g11773 = appendResult4_g11777;
+ #else
+ float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ #endif
+ float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
+ float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
+ float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
+ float4 staticSwitch4_g11790 = appendResult8_g11790;
+ #else
+ float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ #endif
+ float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch32_g11773 = appendResult4_g11813;
+ #else
+ float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
+ float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
+ float4 staticSwitch33_g11773 = appendResult6_g11788;
+ #else
+ float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
+ float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
+ float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
+ float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
+ float4 staticSwitch36_g11773 = appendResult8_g11789;
+ #else
+ float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
+ float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
+ float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
+ float4 staticSwitch30_g11773 = appendResult18_g11807;
+ #else
+ float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
+ float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
+ float4 break12_g11785 = temp_output_1_0_g11785;
+ float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
+ float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
+ float4 staticSwitch20_g11773 = appendResult11_g11785;
+ #else
+ float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
+ float4 break2_g11801 = temp_output_1_0_g11799;
+ float2 temp_output_65_0_g11799 = shaderPosition235;
+ float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
+ float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
+ float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
+ float4 staticSwitch17_g11773 = appendResult9_g11799;
+ #else
+ float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ #endif
+ float temp_output_39_0_g11773 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
+ float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
+ float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
+ float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch19_g11773 = appendResult6_g11791;
+ #else
+ float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
+ float4 break2_g11797 = temp_output_1_0_g11795;
+ float2 uv_AddHueMask = IN.ase_texcoord6.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ #else
+ float staticSwitch33_g11795 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
+ float4 staticSwitch23_g11773 = appendResult6_g11795;
+ #else
+ float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord6.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ #else
+ float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ #endif
+ float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
+ float4 staticSwitch28_g11773 = appendResult21_g11792;
+ #else
+ float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
+ float4 break2_g11781 = temp_output_1_0_g11780;
+ float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
+ float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
+ float4 staticSwitch38_g11773 = appendResult8_g11780;
+ #else
+ float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
+ float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
+ float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ #else
+ float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ #endif
+ float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11782 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
+ float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11783 = appendResult2_g11783;
+ #else
+ float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 );
+ #endif
+ float2 temp_output_25_0_g11782 = staticSwitch9_g11783;
+ float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
+ float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ #else
+ float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ #endif
+ float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
+ float4 staticSwitch12_g11773 = appendResult177_g11782;
+ #else
+ float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
+ float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
+ float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ #else
+ float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ #endif
+ float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11810 = 1.0;
+ #else
+ float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ #endif
+ float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11810 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
+ float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11812 = appendResult2_g11812;
+ #else
+ float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 );
+ #endif
+ float2 temp_output_25_0_g11810 = staticSwitch9_g11812;
+ float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ #else
+ float staticSwitch200_g11810 = lerpResult168_g11810;
+ #endif
+ float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
+ float4 staticSwitch13_g11773 = appendResult174_g11810;
+ #else
+ float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
+ float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ #else
+ float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ #endif
+ float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11787 = 1.0;
+ #else
+ float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ #endif
+ float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
+ float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ #else
+ float staticSwitch200_g11787 = lerpResult168_g11787;
+ #endif
+ float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
+ float4 staticSwitch48_g11773 = appendResult174_g11787;
+ #else
+ float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
+ float4 break2_g11775 = temp_output_5_0_g11774;
+ float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
+ float4 staticSwitch46_g11773 = appendResult12_g11774;
+ #else
+ float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11773;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11815 = temp_output_361_0;
+ float4 break2_g11816 = temp_output_1_0_g11815;
+ float temp_output_44_0_g11815 = unity_OrthoParams.y;
+ float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
+ float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11815;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11818 = staticSwitch56;
+ float4 break2_g11820 = temp_output_1_0_g11818;
+ float temp_output_34_0_g11818 = shaderTime237;
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
+ float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch57 = appendResult27_g11818;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11822 = staticSwitch57;
+ float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
+ float2 temp_output_41_0_g11822 = shaderPosition235;
+ float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
+ float temp_output_40_0_g11822 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ #else
+ float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ #endif
+ float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
+ float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
+ float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
+ float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
+ float4 break2_g11855 = temp_output_1_0_g11852;
+ float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
+ float4 staticSwitch26_g11822 = appendResult7_g11852;
+ #else
+ float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
+ float temp_output_59_0_g11845 = temp_output_40_0_g11822;
+ float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float4 break2_g11847 = temp_output_1_0_g11845;
+ float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord6.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ #else
+ float staticSwitch60_g11845 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
+ float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
+ float4 staticSwitch28_g11822 = appendResult8_g11845;
+ #else
+ float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
+ float4 break2_g11838 = temp_output_1_0_g11837;
+ float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
+ float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
+ float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
+ float temp_output_73_0_g11837 = temp_output_40_0_g11822;
+ float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
+ float4 staticSwitch29_g11822 = appendResult26_g11837;
+ #else
+ float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
+ float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
+ float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
+ float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
+ float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
+ float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
+ float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
+ float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch32_g11822 = appendResult43_g11831;
+ #else
+ float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
+ float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
+ float4 break2_g11829 = temp_output_1_0_g11827;
+ float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
+ float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
+ float4 staticSwitch34_g11822 = appendResult29_g11827;
+ #else
+ float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
+ float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
+ float4 break2_g11825 = temp_output_1_0_g11823;
+ float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord6.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ #else
+ float staticSwitch98_g11823 = _ShineFade;
+ #endif
+ float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
+ float4 staticSwitch36_g11822 = appendResult8_g11823;
+ #else
+ float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11858 = temp_output_40_0_g11822;
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
+ float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
+ float4 staticSwitch39_g11822 = appendResult27_g11858;
+ #else
+ float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ #endif
+ float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
+ float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
+ float temp_output_1_0_g11862 = temp_output_40_0_g11822;
+ float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
+ float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
+ float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
+ float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
+ float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
+ float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
+ float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ #else
+ float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ #endif
+ float4 break2_g11864 = temp_output_10_0_g11862;
+ float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ #else
+ float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ #endif
+ float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
+ float4 staticSwitch11_g11862 = appendResult19_g11862;
+ #else
+ float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ #endif
+ float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11867 = temp_output_1_0_g11867;
+ float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
+ float4 break2_g11868 = temp_output_1_0_g11867;
+ float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
+ float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ #else
+ float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
+ float4 staticSwitch33_g11867 = appendResult6_g11867;
+ #else
+ float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ #endif
+ float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11874 = temp_output_5_0_g11874;
+ float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
+ float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ #else
+ float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11875 = _TextureLayer1Columns;
+ int Height10_g11875 = _TextureLayer1Rows;
+ float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11875 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ #else
+ float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ #endif
+ float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
+ float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
+ float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
+ float4 break2_g11876 = temp_output_5_0_g11874;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ #else
+ float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ #endif
+ float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
+ float4 staticSwitch15_g11874 = appendResult14_g11874;
+ #else
+ float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ #endif
+ float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11870 = temp_output_5_0_g11870;
+ float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
+ float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ #else
+ float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11871 = _TextureLayer2Columns;
+ int Height10_g11871 = _TextureLayer2Rows;
+ float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11871 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ #else
+ float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ #endif
+ float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
+ float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
+ float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
+ float4 break2_g11872 = temp_output_5_0_g11870;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ #else
+ float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ #endif
+ float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
+ float4 staticSwitch15_g11870 = appendResult14_g11870;
+ #else
+ float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11870;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11878 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11878;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11879 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11879;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11880 = staticSwitch75;
+ float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11880 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
+ float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
+ float4 staticSwitch3_g11880 = appendResult3_g11881;
+ #else
+ float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
+ float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
+ float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
+ float4 staticSwitch5_g11880 = appendResult3_g11889;
+ #else
+ float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
+ float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
+ float4 staticSwitch8_g11880 = appendResult3_g11891;
+ #else
+ float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
+ float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
+ float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
+ float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
+ float4 staticSwitch9_g11880 = appendResult3_g11887;
+ #else
+ float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
+ float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11883 = rotatedValue136_g11883;
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
+ float4 staticSwitch11_g11880 = appendResult3_g11883;
+ #else
+ float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11885 = rotatedValue136_g11885;
+ float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
+ float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
+ float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
+ float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
+ float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
+ float4 staticSwitch15_g11880 = appendResult3_g11885;
+ #else
+ float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
+ float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
+ float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
+ float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
+ float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
+ float4 staticSwitch13_g11880 = appendResult3_g11893;
+ #else
+ float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord6.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ #else
+ float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
+ float4 break2_g11898 = temp_output_1_0_g11896;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ #endif
+ float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
+ float4 staticSwitch5_g11895 = appendResult6_g11896;
+ #else
+ float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
+ float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
+ float4 staticSwitch11_g11895 = appendResult13_g11899;
+ #else
+ float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
+ float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord6.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ #else
+ float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ #endif
+ float4 break2_g11902 = temp_output_1_0_g11900;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ #else
+ float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ #endif
+ float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
+ float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
+ float4 staticSwitch7_g11895 = appendResult9_g11900;
+ #else
+ float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ #endif
+ float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11905 = temp_output_2_0_g11903;
+ float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
+ float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11904 = appendResult2_g11904;
+ #else
+ float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 );
+ #endif
+ float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11905 = appendResult85_g11903;
+ float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
+ float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
+ float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
+ float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
+ float4 staticSwitch82_g11903 = appendResult18_g11905;
+ #else
+ float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ #endif
+ float4 break4_g11906 = staticSwitch82_g11903;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11764 = 1.0;
+ #else
+ float staticSwitch8_g11764 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11764 = 1.0;
+ #else
+ float staticSwitch9_g11764 = staticSwitch8_g11764;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11764;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11906;
+ float4 temp_output_1_0_g11907 = temp_output_344_0;
+ float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11907;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11914 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
+ float4 staticSwitch6_g11914 = appendResult2_g11914;
+ #else
+ float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11914;
+
+ float2 temp_output_11_0_g11915 = finalUV146;
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
+ float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
+ #else
+ float staticSwitch23_g11915 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
+ #else
+ float staticSwitch22_g11915 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
+ float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
+ float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ #else
+ float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
+ #endif
+
- #if defined( CAN_SKIP_VPOS )
- float2 vpos = IN.pos;
- #endif
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
- #ifdef UNITY_STANDARD_USE_DITHER_MASK
- half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy * 0.25, o.Alpha * 0.9375)).a;
- clip(alphaRef - 0.01);
- #endif
+ half3 Specular = half3( 0, 0, 0 );
+ half Metallic = staticSwitch23_g11915;
+ half Smoothness = staticSwitch22_g11915;
+ half Occlusion = 1;
- #ifdef _DEPTHOFFSET_ON
- outputDepth = IN.pos.z;
- #endif
+ #if defined(ASE_LIGHTING_SIMPLE)
+ o.Specular = Specular.x;
+ o.Gloss = Smoothness;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ o.Specular = Specular;
+ #else
+ o.Metallic = Metallic;
+ #endif
+ o.Occlusion = Occlusion;
+ o.Smoothness = Smoothness;
+ #endif
- SHADOW_CASTER_FRAGMENT(IN)
- }
- ENDCG
- }
+ o.Emission = staticSwitch13_g11915;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = _AlphaClip;
+ half AlphaClipThresholdShadow = 0.5;
+ half3 BakedGI = 0;
+ half3 Transmission = 1;
+ half3 Translucency = 1;
- }
- CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
- Fallback Off
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_CHANGES_WORLD_POS )
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS )
+ LightAtten = temp;
+ #else
+ LightAtten = 1;
+ #endif
+ }
+ #endif
+
+ #if ( ASE_FRAGMENT_NORMAL == 0 )
+ o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
+ #elif ( ASE_FRAGMENT_NORMAL == 1 )
+ o.Normal = UnityObjectToWorldNormal( o.Normal );
+ #elif ( ASE_FRAGMENT_NORMAL == 2 )
+ // @diogo: already in world-space; do nothing
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifndef USING_DIRECTIONAL_LIGHT
+ half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
+ #else
+ half3 lightDir = _WorldSpaceLightPos0.xyz;
+ #endif
+
+ UnityGI gi;
+ UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
+ gi.indirect.diffuse = 0;
+ gi.indirect.specular = 0;
+ gi.light.color = _LightColor0.rgb;
+ gi.light.dir = lightDir;
+
+ UnityGIInput giInput;
+ UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
+ giInput.light = gi.light;
+ giInput.worldPos = PositionWS;
+ giInput.worldViewDir = ViewDirWS;
+ giInput.atten = atten;
+ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+ giInput.lightmapUV = IN.ambientOrLightmapUV;
+ #else
+ giInput.lightmapUV = 0.0;
+ #endif
+ #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
+ giInput.ambient = IN.ambientOrLightmapUV.rgb;
+ #else
+ giInput.ambient.rgb = 0.0;
+ #endif
+ giInput.probeHDR[0] = unity_SpecCube0_HDR;
+ giInput.probeHDR[1] = unity_SpecCube1_HDR;
+ #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
+ giInput.boxMin[0] = unity_SpecCube0_BoxMin;
+ #endif
+ #ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ giInput.boxMax[0] = unity_SpecCube0_BoxMax;
+ giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
+ giInput.boxMax[1] = unity_SpecCube1_BoxMax;
+ giInput.boxMin[1] = unity_SpecCube1_BoxMin;
+ giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ LightingBlinnPhong_GI(o, giInput, gi);
+ #else
+ LightingLambert_GI(o, giInput, gi);
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ LightingStandardSpecular_GI(o, giInput, gi);
+ #else
+ LightingStandard_GI(o, giInput, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_BAKEDGI
+ gi.indirect.diffuse = BakedGI;
+ #endif
+
+ #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
+ gi.indirect.diffuse = 0;
+ #endif
+
+ half4 c = 0;
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ c += LightingBlinnPhong (o, ViewDirWS, gi);
+ #else
+ c += LightingLambert( o, gi );
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ c += LightingStandardSpecular (o, ViewDirWS, gi);
+ #else
+ c += LightingStandard(o, ViewDirWS, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_TRANSMISSION
+ {
+ half shadow = _TransmissionShadow;
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
+ c.rgb += o.Albedo * transmission;
+ }
+ #endif
+
+ #ifdef ASE_TRANSLUCENCY
+ {
+ half shadow = _TransShadow;
+ half normal = _TransNormal;
+ half scattering = _TransScattering;
+ half direct = _TransDirect;
+ half ambient = _TransAmbient;
+ half strength = _TransStrength;
+
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 lightDir = gi.light.dir + o.Normal * normal;
+ half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering );
+ half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
+ c.rgb += o.Albedo * translucency * strength;
+ }
+ #endif
+
+ c.rgb += o.Emission;
+
+ #if defined( ASE_FOG )
+ UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN );
+ UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
+ #endif
+ return c;
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "ForwardAdd"
+ Tags { "LightMode"="ForwardAdd" }
+ ZWrite Off
+ Blend One One
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma multi_compile_instancing
+ #pragma multi_compile_fog
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants INSTANCING_ON
+ #pragma multi_compile_fwdadd_fullshadows
+ #ifndef UNITY_PASS_FORWARDADD
+ #define UNITY_PASS_FORWARDADD
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
+
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #include "UnityStandardUtils.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ UNITY_LIGHTING_COORDS( 3, 4 )
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_texcoord6 : TEXCOORD6;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ uniform sampler2D _NormalMap;
+ uniform float _NormalIntensity;
+ uniform float _Metallic;
+ #ifdef _METALLICMAPTOGGLE_ON
+ uniform sampler2D _MetallicMap;
+ #endif
+ uniform float _Smoothness;
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+ uniform float _AlphaClip;
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11724( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11682( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11683( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11729( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11740( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11766( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11772( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11800( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11784( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11811( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11854( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11856( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11839( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11841( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11833( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11865( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11863( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11882( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11888( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11886( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction (appdata v ) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11908 = fixedUV475;
+ float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11910 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ float temp_output_8_0_g11910 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ #else
+ float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11911 = temp_output_8_0_g11910;
+ float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
+ float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ #else
+ float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11910;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord5.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord6 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord5.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+ half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ o.tangentWS = half4( tangentWS, v.tangent.w );
+
+ UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
+ #if defined( ASE_FOG )
+ UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS( o, o.pos );
+ #endif
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ o.tangentWS.zw = v.texcoord.xy;
+ o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag ( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ half atten;
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, IN.worldPos.xyz )
+ atten = temp;
+ #else
+ atten = 1;
+ #endif
+ }
+
+ float3 PositionWS = IN.worldPos.xyz;
+ half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
+ float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = IN.normalWS;
+ half3 TangentWS = IN.tangentWS.xyz;
+ half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
+ half3 LightAtten = atten;
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (IN.ase_texcoord6.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11680 = unity_OrthoParams.y;
+ float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11680 );
+ float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
+ float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
+ float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11681 = appendResult2_g11681;
+ #else
+ float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11730 = staticSwitch62;
+ float2 temp_output_26_0_g11730 = shaderPosition235;
+ float temp_output_25_0_g11730 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
+ float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
+ float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11739 = appendResult2_g11739;
+ #else
+ float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ #else
+ float staticSwitch29_g11737 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) );
+ #else
+ float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ #else
+ float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ #else
+ float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ #else
+ float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11730 = clampResult46_g11732;
+ #else
+ float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ #endif
+ float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ #else
+ float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ #endif
+ float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
+ float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ #else
+ float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11741;
+ float2 texCoord131 = IN.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11742 = staticSwitch485;
+ float2 break11_g11742 = float2( 0,0 );
+ float2 break10_g11742 = float2( 1,1 );
+ float2 break9_g11742 = spriteRectMin376;
+ float2 break8_g11742 = spriteRectMax377;
+ float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11764 = originalColor191;
+ float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
+ float2 temp_output_7_0_g11764 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
+ float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
+ float4 staticSwitch2_g11764 = appendResult31_g11765;
+ #else
+ float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
+ float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
+ float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11764 = appendResult13_g11767;
+ #else
+ float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ #endif
+ float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
+ float2 appendResult4_g11770 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
+ float4 staticSwitch2_g11769 = appendResult42_g11770;
+ #else
+ float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11771 = finalUV146;
+ float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
+ float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
+ float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
+ float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ #else
+ float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ #endif
+ float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
+ float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
+ float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
+ float2 temp_output_1_0_g11773 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch81_g11805 = appendResult91_g11805;
+ #endif
+ float3 break82_g11805 = (staticSwitch81_g11805).xyz;
+ float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
+ float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
+ float4 break2_g11806 = temp_output_1_0_g11805;
+ float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
+ float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
+ float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch43_g11773 = appendResult30_g11805;
+ #else
+ float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ #endif
+ float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
+ float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.8333333 )
+ ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.6666667 )
+ ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11803 = ifLocalVar46_g11803;
+ float4 ifLocalVar47_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.3333333 )
+ ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.1666667 )
+ ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11803 = ifLocalVar47_g11803;
+ float4 ifLocalVar35_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.5 )
+ ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ else
+ ifLocalVar35_g11803 = ifLocalVar45_g11803;
+ float4 break55_g11803 = ifLocalVar35_g11803;
+ float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
+ float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch9_g11773 = appendResult30_g11803;
+ #else
+ float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
+ float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
+ float3 In115_g11777 = temp_output_2_0_g11777;
+ float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11778 = temp_output_1_0_g11777;
+ float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11777 = _ColorReplaceSmoothness;
+ float Range115_g11777 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
+ float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
+ float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch29_g11773 = appendResult4_g11777;
+ #else
+ float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ #endif
+ float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
+ float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
+ float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
+ float4 staticSwitch4_g11790 = appendResult8_g11790;
+ #else
+ float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ #endif
+ float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch32_g11773 = appendResult4_g11813;
+ #else
+ float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
+ float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
+ float4 staticSwitch33_g11773 = appendResult6_g11788;
+ #else
+ float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
+ float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
+ float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
+ float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
+ float4 staticSwitch36_g11773 = appendResult8_g11789;
+ #else
+ float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
+ float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
+ float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
+ float4 staticSwitch30_g11773 = appendResult18_g11807;
+ #else
+ float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
+ float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
+ float4 break12_g11785 = temp_output_1_0_g11785;
+ float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
+ float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
+ float4 staticSwitch20_g11773 = appendResult11_g11785;
+ #else
+ float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
+ float4 break2_g11801 = temp_output_1_0_g11799;
+ float2 temp_output_65_0_g11799 = shaderPosition235;
+ float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
+ float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
+ float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
+ float4 staticSwitch17_g11773 = appendResult9_g11799;
+ #else
+ float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ #endif
+ float temp_output_39_0_g11773 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
+ float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
+ float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
+ float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch19_g11773 = appendResult6_g11791;
+ #else
+ float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
+ float4 break2_g11797 = temp_output_1_0_g11795;
+ float2 uv_AddHueMask = IN.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ #else
+ float staticSwitch33_g11795 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
+ float4 staticSwitch23_g11773 = appendResult6_g11795;
+ #else
+ float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ #else
+ float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ #endif
+ float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
+ float4 staticSwitch28_g11773 = appendResult21_g11792;
+ #else
+ float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
+ float4 break2_g11781 = temp_output_1_0_g11780;
+ float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
+ float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
+ float4 staticSwitch38_g11773 = appendResult8_g11780;
+ #else
+ float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
+ float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
+ float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ #else
+ float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ #endif
+ float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11782 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
+ float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11783 = appendResult2_g11783;
+ #else
+ float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 );
+ #endif
+ float2 temp_output_25_0_g11782 = staticSwitch9_g11783;
+ float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
+ float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ #else
+ float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ #endif
+ float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
+ float4 staticSwitch12_g11773 = appendResult177_g11782;
+ #else
+ float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
+ float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
+ float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ #else
+ float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ #endif
+ float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11810 = 1.0;
+ #else
+ float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ #endif
+ float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11810 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
+ float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11812 = appendResult2_g11812;
+ #else
+ float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 );
+ #endif
+ float2 temp_output_25_0_g11810 = staticSwitch9_g11812;
+ float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ #else
+ float staticSwitch200_g11810 = lerpResult168_g11810;
+ #endif
+ float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
+ float4 staticSwitch13_g11773 = appendResult174_g11810;
+ #else
+ float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
+ float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ #else
+ float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ #endif
+ float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11787 = 1.0;
+ #else
+ float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ #endif
+ float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
+ float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ #else
+ float staticSwitch200_g11787 = lerpResult168_g11787;
+ #endif
+ float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
+ float4 staticSwitch48_g11773 = appendResult174_g11787;
+ #else
+ float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
+ float4 break2_g11775 = temp_output_5_0_g11774;
+ float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
+ float4 staticSwitch46_g11773 = appendResult12_g11774;
+ #else
+ float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11773;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11815 = temp_output_361_0;
+ float4 break2_g11816 = temp_output_1_0_g11815;
+ float temp_output_44_0_g11815 = unity_OrthoParams.y;
+ float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
+ float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11815;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11818 = staticSwitch56;
+ float4 break2_g11820 = temp_output_1_0_g11818;
+ float temp_output_34_0_g11818 = shaderTime237;
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
+ float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch57 = appendResult27_g11818;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11822 = staticSwitch57;
+ float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
+ float2 temp_output_41_0_g11822 = shaderPosition235;
+ float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
+ float temp_output_40_0_g11822 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ #else
+ float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ #endif
+ float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
+ float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
+ float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
+ float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
+ float4 break2_g11855 = temp_output_1_0_g11852;
+ float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
+ float4 staticSwitch26_g11822 = appendResult7_g11852;
+ #else
+ float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
+ float temp_output_59_0_g11845 = temp_output_40_0_g11822;
+ float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float4 break2_g11847 = temp_output_1_0_g11845;
+ float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ #else
+ float staticSwitch60_g11845 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
+ float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
+ float4 staticSwitch28_g11822 = appendResult8_g11845;
+ #else
+ float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
+ float4 break2_g11838 = temp_output_1_0_g11837;
+ float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
+ float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
+ float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
+ float temp_output_73_0_g11837 = temp_output_40_0_g11822;
+ float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
+ float4 staticSwitch29_g11822 = appendResult26_g11837;
+ #else
+ float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
+ float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
+ float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
+ float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
+ float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
+ float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
+ float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
+ float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch32_g11822 = appendResult43_g11831;
+ #else
+ float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
+ float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
+ float4 break2_g11829 = temp_output_1_0_g11827;
+ float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
+ float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
+ float4 staticSwitch34_g11822 = appendResult29_g11827;
+ #else
+ float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
+ float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
+ float4 break2_g11825 = temp_output_1_0_g11823;
+ float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ #else
+ float staticSwitch98_g11823 = _ShineFade;
+ #endif
+ float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
+ float4 staticSwitch36_g11822 = appendResult8_g11823;
+ #else
+ float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11858 = temp_output_40_0_g11822;
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
+ float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
+ float4 staticSwitch39_g11822 = appendResult27_g11858;
+ #else
+ float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ #endif
+ float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
+ float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
+ float temp_output_1_0_g11862 = temp_output_40_0_g11822;
+ float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
+ float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
+ float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
+ float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
+ float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
+ float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
+ float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ #else
+ float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ #endif
+ float4 break2_g11864 = temp_output_10_0_g11862;
+ float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ #else
+ float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ #endif
+ float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
+ float4 staticSwitch11_g11862 = appendResult19_g11862;
+ #else
+ float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ #endif
+ float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11867 = temp_output_1_0_g11867;
+ float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
+ float4 break2_g11868 = temp_output_1_0_g11867;
+ float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
+ float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ #else
+ float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
+ float4 staticSwitch33_g11867 = appendResult6_g11867;
+ #else
+ float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ #endif
+ float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11874 = temp_output_5_0_g11874;
+ float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
+ float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ #else
+ float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11875 = _TextureLayer1Columns;
+ int Height10_g11875 = _TextureLayer1Rows;
+ float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11875 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ #else
+ float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ #endif
+ float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
+ float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
+ float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
+ float4 break2_g11876 = temp_output_5_0_g11874;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ #else
+ float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ #endif
+ float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
+ float4 staticSwitch15_g11874 = appendResult14_g11874;
+ #else
+ float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ #endif
+ float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11870 = temp_output_5_0_g11870;
+ float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
+ float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ #else
+ float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11871 = _TextureLayer2Columns;
+ int Height10_g11871 = _TextureLayer2Rows;
+ float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11871 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ #else
+ float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ #endif
+ float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
+ float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
+ float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
+ float4 break2_g11872 = temp_output_5_0_g11870;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ #else
+ float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ #endif
+ float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
+ float4 staticSwitch15_g11870 = appendResult14_g11870;
+ #else
+ float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11870;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11878 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11878;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11879 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11879;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11880 = staticSwitch75;
+ float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11880 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
+ float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
+ float4 staticSwitch3_g11880 = appendResult3_g11881;
+ #else
+ float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
+ float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
+ float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
+ float4 staticSwitch5_g11880 = appendResult3_g11889;
+ #else
+ float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
+ float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
+ float4 staticSwitch8_g11880 = appendResult3_g11891;
+ #else
+ float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
+ float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
+ float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
+ float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
+ float4 staticSwitch9_g11880 = appendResult3_g11887;
+ #else
+ float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
+ float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11883 = rotatedValue136_g11883;
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
+ float4 staticSwitch11_g11880 = appendResult3_g11883;
+ #else
+ float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11885 = rotatedValue136_g11885;
+ float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
+ float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
+ float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
+ float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
+ float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
+ float4 staticSwitch15_g11880 = appendResult3_g11885;
+ #else
+ float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
+ float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
+ float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
+ float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
+ float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
+ float4 staticSwitch13_g11880 = appendResult3_g11893;
+ #else
+ float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ #else
+ float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
+ float4 break2_g11898 = temp_output_1_0_g11896;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ #endif
+ float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
+ float4 staticSwitch5_g11895 = appendResult6_g11896;
+ #else
+ float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
+ float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
+ float4 staticSwitch11_g11895 = appendResult13_g11899;
+ #else
+ float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
+ float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ #else
+ float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ #endif
+ float4 break2_g11902 = temp_output_1_0_g11900;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ #else
+ float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ #endif
+ float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
+ float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
+ float4 staticSwitch7_g11895 = appendResult9_g11900;
+ #else
+ float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ #endif
+ float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11905 = temp_output_2_0_g11903;
+ float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
+ float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11904 = appendResult2_g11904;
+ #else
+ float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 );
+ #endif
+ float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11905 = appendResult85_g11903;
+ float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
+ float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
+ float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
+ float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
+ float4 staticSwitch82_g11903 = appendResult18_g11905;
+ #else
+ float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ #endif
+ float4 break4_g11906 = staticSwitch82_g11903;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11764 = 1.0;
+ #else
+ float staticSwitch8_g11764 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11764 = 1.0;
+ #else
+ float staticSwitch9_g11764 = staticSwitch8_g11764;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11764;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11906;
+ float4 temp_output_1_0_g11907 = temp_output_344_0;
+ float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11907;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11914 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
+ float4 staticSwitch6_g11914 = appendResult2_g11914;
+ #else
+ float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11914;
+
+ float2 temp_output_11_0_g11915 = finalUV146;
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
+ float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
+ #else
+ float staticSwitch23_g11915 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
+ #else
+ float staticSwitch22_g11915 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
+ float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
+ float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ #else
+ float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
+ #endif
+
+
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
+
+ half3 Specular = half3( 0, 0, 0 );
+ half Metallic = staticSwitch23_g11915;
+ half Smoothness = staticSwitch22_g11915;
+ half Occlusion = 1;
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ o.Specular = Specular.x;
+ o.Gloss = Smoothness;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ o.Specular = Specular;
+ #else
+ o.Metallic = Metallic;
+ #endif
+ o.Occlusion = Occlusion;
+ o.Smoothness = Smoothness;
+ #endif
+
+ o.Emission = staticSwitch13_g11915;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = _AlphaClip;
+ half3 Transmission = 1;
+ half3 Translucency = 1;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_CHANGES_WORLD_POS )
+ {
+ #if defined( ASE_RECEIVE_SHADOWS )
+ UNITY_LIGHT_ATTENUATION( temp, IN, PositionWS )
+ LightAtten = temp;
+ #else
+ LightAtten = 1;
+ #endif
+ }
+ #endif
+
+ #if ( ASE_FRAGMENT_NORMAL == 0 )
+ o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
+ #elif ( ASE_FRAGMENT_NORMAL == 1 )
+ o.Normal = UnityObjectToWorldNormal( o.Normal );
+ #elif ( ASE_FRAGMENT_NORMAL == 2 )
+ // @diogo: already in world-space; do nothing
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifndef USING_DIRECTIONAL_LIGHT
+ half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
+ #else
+ half3 lightDir = _WorldSpaceLightPos0.xyz;
+ #endif
+
+ UnityGI gi;
+ UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
+ gi.indirect.diffuse = 0;
+ gi.indirect.specular = 0;
+ gi.light.color = _LightColor0.rgb;
+ gi.light.dir = lightDir;
+ gi.light.color *= atten;
+
+ half4 c = 0;
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ c += LightingBlinnPhong (o, ViewDirWS, gi);
+ #else
+ c += LightingLambert( o, gi );
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ c += LightingStandardSpecular(o, ViewDirWS, gi);
+ #else
+ c += LightingStandard(o, ViewDirWS, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_TRANSMISSION
+ {
+ half shadow = _TransmissionShadow;
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
+ c.rgb += o.Albedo * transmission;
+ }
+ #endif
+
+ #ifdef ASE_TRANSLUCENCY
+ {
+ half shadow = _TransShadow;
+ half normal = _TransNormal;
+ half scattering = _TransScattering;
+ half direct = _TransDirect;
+ half ambient = _TransAmbient;
+ half strength = _TransStrength;
+
+ #ifdef DIRECTIONAL
+ half3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
+ #else
+ half3 lightAtten = gi.light.color;
+ #endif
+ half3 lightDir = gi.light.dir + o.Normal * normal;
+ half transVdotL = pow( saturate( dot( ViewDirWS, -lightDir ) ), scattering );
+ half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
+ c.rgb += o.Albedo * translucency * strength;
+ }
+ #endif
+
+ #if defined( ASE_FOG )
+ UNITY_EXTRACT_FOG_FROM_WORLD_POS( IN );
+ UNITY_APPLY_FOG(_unity_fogCoord, c.rgb);
+ #endif
+ return c;
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "Deferred"
+ Tags { "LightMode"="Deferred" }
+
+ AlphaToMask Off
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _GLOSSYREFLECTIONS_OFF
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ #pragma multi_compile_prepassfinal
+ #ifndef UNITY_PASS_DEFERRED
+ #define UNITY_PASS_DEFERRED
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #include "UnityStandardUtils.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS, w = fogCoord
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ half4 ambientOrLightmapUV : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef LIGHTMAP_ON
+ float4 unity_LightmapFade;
+ #endif
+ half4 unity_Ambient;
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ uniform sampler2D _NormalMap;
+ uniform float _NormalIntensity;
+ uniform float _Metallic;
+ #ifdef _METALLICMAPTOGGLE_ON
+ uniform sampler2D _MetallicMap;
+ #endif
+ uniform float _Smoothness;
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+ uniform float _AlphaClip;
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11724( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11682( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11683( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11729( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11740( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11766( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11772( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11800( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11784( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11811( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11854( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11856( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11839( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11841( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11833( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11865( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11863( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11882( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11888( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11886( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction (appdata v ) {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11908 = fixedUV475;
+ float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11910 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ float temp_output_8_0_g11910 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ #else
+ float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11911 = temp_output_8_0_g11910;
+ float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
+ float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ #else
+ float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11910;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord4.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord5 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord4.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+ half3 tangentWS = UnityObjectToWorldDir( v.tangent.xyz );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ o.tangentWS = half4( tangentWS, v.tangent.w );
+
+ o.ambientOrLightmapUV = 0;
+ #ifdef LIGHTMAP_ON
+ o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #elif UNITY_SHOULD_SAMPLE_SH
+ #ifdef VERTEXLIGHT_ON
+ o.ambientOrLightmapUV.rgb += Shade4PointLights(
+ unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
+ unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
+ unity_4LightAtten0, positionWS, normalWS );
+ #endif
+ o.ambientOrLightmapUV.rgb = ShadeSHPerVertex( normalWS, o.ambientOrLightmapUV.rgb );
+ #endif
+ #ifdef DYNAMICLIGHTMAP_ON
+ o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ o.tangentWS.zw = v.texcoord.xy;
+ o.tangentWS.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ void frag (v2f IN
+ , out half4 outGBuffer0 : SV_Target0
+ , out half4 outGBuffer1 : SV_Target1
+ , out half4 outGBuffer2 : SV_Target2
+ , out half4 outEmission : SV_Target3
+ #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ , out half4 outShadowMask : SV_Target4
+ #endif
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ float3 PositionWS = IN.worldPos.xyz;
+ half3 ViewDirWS = normalize( UnityWorldSpaceViewDir( PositionWS ) );
+ float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ half3 NormalWS = IN.normalWS;
+ half3 TangentWS = IN.tangentWS.xyz;
+ half3 BitangentWS = cross( IN.normalWS, IN.tangentWS.xyz ) * IN.tangentWS.w * unity_WorldTransformParams.w;
+
+ #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ float2 sampleCoords = (IN.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = UnityObjectToWorldNormal(normalize(tex2D(_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(unity_ObjectToWorld._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ScreenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11680 = unity_OrthoParams.y;
+ float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11680 );
+ float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
+ float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
+ float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11681 = appendResult2_g11681;
+ #else
+ float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11730 = staticSwitch62;
+ float2 temp_output_26_0_g11730 = shaderPosition235;
+ float temp_output_25_0_g11730 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
+ float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
+ float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11739 = appendResult2_g11739;
+ #else
+ float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ #else
+ float staticSwitch29_g11737 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) );
+ #else
+ float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ #else
+ float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ #else
+ float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ #else
+ float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11730 = clampResult46_g11732;
+ #else
+ float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ #endif
+ float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ #else
+ float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ #endif
+ float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
+ float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ #else
+ float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11741;
+ float2 texCoord131 = IN.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11742 = staticSwitch485;
+ float2 break11_g11742 = float2( 0,0 );
+ float2 break10_g11742 = float2( 1,1 );
+ float2 break9_g11742 = spriteRectMin376;
+ float2 break8_g11742 = spriteRectMax377;
+ float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11764 = originalColor191;
+ float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
+ float2 temp_output_7_0_g11764 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
+ float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
+ float4 staticSwitch2_g11764 = appendResult31_g11765;
+ #else
+ float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
+ float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
+ float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11764 = appendResult13_g11767;
+ #else
+ float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ #endif
+ float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
+ float2 appendResult4_g11770 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
+ float4 staticSwitch2_g11769 = appendResult42_g11770;
+ #else
+ float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11771 = finalUV146;
+ float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
+ float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
+ float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
+ float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ #else
+ float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ #endif
+ float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
+ float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
+ float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
+ float2 temp_output_1_0_g11773 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch81_g11805 = appendResult91_g11805;
+ #endif
+ float3 break82_g11805 = (staticSwitch81_g11805).xyz;
+ float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
+ float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
+ float4 break2_g11806 = temp_output_1_0_g11805;
+ float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
+ float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
+ float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch43_g11773 = appendResult30_g11805;
+ #else
+ float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ #endif
+ float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
+ float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.8333333 )
+ ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.6666667 )
+ ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11803 = ifLocalVar46_g11803;
+ float4 ifLocalVar47_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.3333333 )
+ ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.1666667 )
+ ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11803 = ifLocalVar47_g11803;
+ float4 ifLocalVar35_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.5 )
+ ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ else
+ ifLocalVar35_g11803 = ifLocalVar45_g11803;
+ float4 break55_g11803 = ifLocalVar35_g11803;
+ float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
+ float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch9_g11773 = appendResult30_g11803;
+ #else
+ float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
+ float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
+ float3 In115_g11777 = temp_output_2_0_g11777;
+ float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11778 = temp_output_1_0_g11777;
+ float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11777 = _ColorReplaceSmoothness;
+ float Range115_g11777 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
+ float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
+ float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch29_g11773 = appendResult4_g11777;
+ #else
+ float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ #endif
+ float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
+ float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
+ float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
+ float4 staticSwitch4_g11790 = appendResult8_g11790;
+ #else
+ float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ #endif
+ float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch32_g11773 = appendResult4_g11813;
+ #else
+ float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
+ float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
+ float4 staticSwitch33_g11773 = appendResult6_g11788;
+ #else
+ float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
+ float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
+ float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
+ float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
+ float4 staticSwitch36_g11773 = appendResult8_g11789;
+ #else
+ float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
+ float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
+ float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
+ float4 staticSwitch30_g11773 = appendResult18_g11807;
+ #else
+ float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
+ float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
+ float4 break12_g11785 = temp_output_1_0_g11785;
+ float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
+ float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
+ float4 staticSwitch20_g11773 = appendResult11_g11785;
+ #else
+ float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
+ float4 break2_g11801 = temp_output_1_0_g11799;
+ float2 temp_output_65_0_g11799 = shaderPosition235;
+ float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
+ float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
+ float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
+ float4 staticSwitch17_g11773 = appendResult9_g11799;
+ #else
+ float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ #endif
+ float temp_output_39_0_g11773 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
+ float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
+ float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
+ float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch19_g11773 = appendResult6_g11791;
+ #else
+ float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
+ float4 break2_g11797 = temp_output_1_0_g11795;
+ float2 uv_AddHueMask = IN.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ #else
+ float staticSwitch33_g11795 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
+ float4 staticSwitch23_g11773 = appendResult6_g11795;
+ #else
+ float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ #else
+ float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ #endif
+ float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
+ float4 staticSwitch28_g11773 = appendResult21_g11792;
+ #else
+ float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
+ float4 break2_g11781 = temp_output_1_0_g11780;
+ float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
+ float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
+ float4 staticSwitch38_g11773 = appendResult8_g11780;
+ #else
+ float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
+ float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
+ float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ #else
+ float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ #endif
+ float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11782 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
+ float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11783 = appendResult2_g11783;
+ #else
+ float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 );
+ #endif
+ float2 temp_output_25_0_g11782 = staticSwitch9_g11783;
+ float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
+ float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ #else
+ float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ #endif
+ float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
+ float4 staticSwitch12_g11773 = appendResult177_g11782;
+ #else
+ float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
+ float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
+ float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ #else
+ float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ #endif
+ float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11810 = 1.0;
+ #else
+ float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ #endif
+ float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11810 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
+ float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11812 = appendResult2_g11812;
+ #else
+ float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 );
+ #endif
+ float2 temp_output_25_0_g11810 = staticSwitch9_g11812;
+ float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ #else
+ float staticSwitch200_g11810 = lerpResult168_g11810;
+ #endif
+ float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
+ float4 staticSwitch13_g11773 = appendResult174_g11810;
+ #else
+ float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
+ float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ #else
+ float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ #endif
+ float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11787 = 1.0;
+ #else
+ float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ #endif
+ float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
+ float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ #else
+ float staticSwitch200_g11787 = lerpResult168_g11787;
+ #endif
+ float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
+ float4 staticSwitch48_g11773 = appendResult174_g11787;
+ #else
+ float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
+ float4 break2_g11775 = temp_output_5_0_g11774;
+ float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
+ float4 staticSwitch46_g11773 = appendResult12_g11774;
+ #else
+ float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11773;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11815 = temp_output_361_0;
+ float4 break2_g11816 = temp_output_1_0_g11815;
+ float temp_output_44_0_g11815 = unity_OrthoParams.y;
+ float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
+ float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11815;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11818 = staticSwitch56;
+ float4 break2_g11820 = temp_output_1_0_g11818;
+ float temp_output_34_0_g11818 = shaderTime237;
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
+ float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch57 = appendResult27_g11818;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11822 = staticSwitch57;
+ float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
+ float2 temp_output_41_0_g11822 = shaderPosition235;
+ float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
+ float temp_output_40_0_g11822 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ #else
+ float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ #endif
+ float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
+ float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
+ float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
+ float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
+ float4 break2_g11855 = temp_output_1_0_g11852;
+ float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
+ float4 staticSwitch26_g11822 = appendResult7_g11852;
+ #else
+ float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
+ float temp_output_59_0_g11845 = temp_output_40_0_g11822;
+ float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float4 break2_g11847 = temp_output_1_0_g11845;
+ float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ #else
+ float staticSwitch60_g11845 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
+ float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
+ float4 staticSwitch28_g11822 = appendResult8_g11845;
+ #else
+ float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
+ float4 break2_g11838 = temp_output_1_0_g11837;
+ float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
+ float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
+ float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
+ float temp_output_73_0_g11837 = temp_output_40_0_g11822;
+ float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
+ float4 staticSwitch29_g11822 = appendResult26_g11837;
+ #else
+ float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
+ float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
+ float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
+ float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
+ float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
+ float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
+ float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
+ float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch32_g11822 = appendResult43_g11831;
+ #else
+ float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
+ float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
+ float4 break2_g11829 = temp_output_1_0_g11827;
+ float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
+ float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
+ float4 staticSwitch34_g11822 = appendResult29_g11827;
+ #else
+ float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
+ float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
+ float4 break2_g11825 = temp_output_1_0_g11823;
+ float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ #else
+ float staticSwitch98_g11823 = _ShineFade;
+ #endif
+ float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
+ float4 staticSwitch36_g11822 = appendResult8_g11823;
+ #else
+ float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11858 = temp_output_40_0_g11822;
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
+ float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
+ float4 staticSwitch39_g11822 = appendResult27_g11858;
+ #else
+ float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ #endif
+ float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
+ float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
+ float temp_output_1_0_g11862 = temp_output_40_0_g11822;
+ float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
+ float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
+ float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
+ float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
+ float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
+ float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
+ float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ #else
+ float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ #endif
+ float4 break2_g11864 = temp_output_10_0_g11862;
+ float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ #else
+ float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ #endif
+ float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
+ float4 staticSwitch11_g11862 = appendResult19_g11862;
+ #else
+ float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ #endif
+ float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11867 = temp_output_1_0_g11867;
+ float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
+ float4 break2_g11868 = temp_output_1_0_g11867;
+ float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
+ float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ #else
+ float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
+ float4 staticSwitch33_g11867 = appendResult6_g11867;
+ #else
+ float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ #endif
+ float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11874 = temp_output_5_0_g11874;
+ float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
+ float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ #else
+ float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11875 = _TextureLayer1Columns;
+ int Height10_g11875 = _TextureLayer1Rows;
+ float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11875 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ #else
+ float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ #endif
+ float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
+ float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
+ float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
+ float4 break2_g11876 = temp_output_5_0_g11874;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ #else
+ float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ #endif
+ float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
+ float4 staticSwitch15_g11874 = appendResult14_g11874;
+ #else
+ float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ #endif
+ float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11870 = temp_output_5_0_g11870;
+ float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
+ float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ #else
+ float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11871 = _TextureLayer2Columns;
+ int Height10_g11871 = _TextureLayer2Rows;
+ float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11871 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ #else
+ float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ #endif
+ float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
+ float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
+ float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
+ float4 break2_g11872 = temp_output_5_0_g11870;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ #else
+ float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ #endif
+ float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
+ float4 staticSwitch15_g11870 = appendResult14_g11870;
+ #else
+ float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11870;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11878 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11878;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11879 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11879;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11880 = staticSwitch75;
+ float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11880 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
+ float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
+ float4 staticSwitch3_g11880 = appendResult3_g11881;
+ #else
+ float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
+ float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
+ float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
+ float4 staticSwitch5_g11880 = appendResult3_g11889;
+ #else
+ float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
+ float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
+ float4 staticSwitch8_g11880 = appendResult3_g11891;
+ #else
+ float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
+ float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
+ float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
+ float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
+ float4 staticSwitch9_g11880 = appendResult3_g11887;
+ #else
+ float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
+ float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11883 = rotatedValue136_g11883;
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
+ float4 staticSwitch11_g11880 = appendResult3_g11883;
+ #else
+ float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11885 = rotatedValue136_g11885;
+ float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
+ float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
+ float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
+ float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
+ float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
+ float4 staticSwitch15_g11880 = appendResult3_g11885;
+ #else
+ float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
+ float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
+ float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
+ float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
+ float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
+ float4 staticSwitch13_g11880 = appendResult3_g11893;
+ #else
+ float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ #else
+ float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
+ float4 break2_g11898 = temp_output_1_0_g11896;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ #endif
+ float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
+ float4 staticSwitch5_g11895 = appendResult6_g11896;
+ #else
+ float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
+ float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
+ float4 staticSwitch11_g11895 = appendResult13_g11899;
+ #else
+ float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
+ float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ #else
+ float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ #endif
+ float4 break2_g11902 = temp_output_1_0_g11900;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ #else
+ float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ #endif
+ float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
+ float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
+ float4 staticSwitch7_g11895 = appendResult9_g11900;
+ #else
+ float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ #endif
+ float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11905 = temp_output_2_0_g11903;
+ float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
+ float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11904 = appendResult2_g11904;
+ #else
+ float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 );
+ #endif
+ float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11905 = appendResult85_g11903;
+ float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
+ float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
+ float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
+ float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
+ float4 staticSwitch82_g11903 = appendResult18_g11905;
+ #else
+ float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ #endif
+ float4 break4_g11906 = staticSwitch82_g11903;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11764 = 1.0;
+ #else
+ float staticSwitch8_g11764 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11764 = 1.0;
+ #else
+ float staticSwitch9_g11764 = staticSwitch8_g11764;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11764;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11906;
+ float4 temp_output_1_0_g11907 = temp_output_344_0;
+ float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11907;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11914 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
+ float4 staticSwitch6_g11914 = appendResult2_g11914;
+ #else
+ float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11914;
+
+ float2 temp_output_11_0_g11915 = finalUV146;
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
+ float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
+ #else
+ float staticSwitch23_g11915 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
+ #else
+ float staticSwitch22_g11915 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
+ float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
+ float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ #else
+ float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
+ #endif
+
+
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
+
+ half3 Specular = half3( 0, 0, 0 );
+ half Metallic = staticSwitch23_g11915;
+ half Smoothness = staticSwitch22_g11915;
+ half Occlusion = 1;
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ o.Specular = Specular.x;
+ o.Gloss = Smoothness;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ o.Specular = Specular;
+ #else
+ o.Metallic = Metallic;
+ #endif
+ o.Occlusion = Occlusion;
+ o.Smoothness = Smoothness;
+ #endif
+
+ o.Emission = staticSwitch13_g11915;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = _AlphaClip;
+ half3 BakedGI = 0;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #if ( ASE_FRAGMENT_NORMAL == 0 )
+ o.Normal = normalize( o.Normal.x * TangentWS + o.Normal.y * BitangentWS + o.Normal.z * NormalWS );
+ #elif ( ASE_FRAGMENT_NORMAL == 1 )
+ o.Normal = UnityObjectToWorldNormal( o.Normal );
+ #elif ( ASE_FRAGMENT_NORMAL == 2 )
+ // @diogo: already in world-space; do nothing
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #ifndef USING_DIRECTIONAL_LIGHT
+ half3 lightDir = normalize( UnityWorldSpaceLightDir( PositionWS ) );
+ #else
+ half3 lightDir = _WorldSpaceLightPos0.xyz;
+ #endif
+
+ UnityGI gi;
+ UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
+ gi.indirect.diffuse = 0;
+ gi.indirect.specular = 0;
+ gi.light.color = 0;
+ gi.light.dir = half3( 0, 1, 0 );
+
+ UnityGIInput giInput;
+ UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
+ giInput.light = gi.light;
+ giInput.worldPos = PositionWS;
+ giInput.worldViewDir = ViewDirWS;
+ giInput.atten = 1;
+ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+ giInput.lightmapUV = IN.ambientOrLightmapUV;
+ #else
+ giInput.lightmapUV = 0.0;
+ #endif
+ #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
+ giInput.ambient = IN.ambientOrLightmapUV.rgb;
+ #else
+ giInput.ambient.rgb = 0.0;
+ #endif
+ giInput.probeHDR[0] = unity_SpecCube0_HDR;
+ giInput.probeHDR[1] = unity_SpecCube1_HDR;
+ #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
+ giInput.boxMin[0] = unity_SpecCube0_BoxMin;
+ #endif
+ #ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ giInput.boxMax[0] = unity_SpecCube0_BoxMax;
+ giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
+ giInput.boxMax[1] = unity_SpecCube1_BoxMax;
+ giInput.boxMin[1] = unity_SpecCube1_BoxMin;
+ giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ LightingBlinnPhong_GI(o, giInput, gi);
+ #else
+ LightingLambert_GI(o, giInput, gi);
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ LightingStandardSpecular_GI(o, giInput, gi);
+ #else
+ LightingStandard_GI(o, giInput, gi);
+ #endif
+ #endif
+
+ #ifdef ASE_BAKEDGI
+ gi.indirect.diffuse = BakedGI;
+ #endif
+
+ #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
+ gi.indirect.diffuse = 0;
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ #if defined(_SPECULAR_SETUP)
+ outEmission = LightingBlinnPhong_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #else
+ outEmission = LightingLambert_Deferred( o, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #endif
+ #else
+ #if defined(_SPECULAR_SETUP)
+ outEmission = LightingStandardSpecular_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #else
+ outEmission = LightingStandard_Deferred( o, ViewDirWS, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
+ #endif
+ #endif
+
+ #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ outShadowMask = UnityGetRawBakedOcclusions( IN.ambientOrLightmapUV.xy, float3( 0, 0, 0 ) );
+ #endif
+ #ifndef UNITY_HDR_ON
+ outEmission.rgb = exp2(-outEmission.rgb);
+ #endif
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "Meta"
+ Tags { "LightMode"="Meta" }
+ Cull Off
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ #pragma shader_feature EDITOR_VISUALIZATION
+ #ifndef UNITY_PASS_META
+ #define UNITY_PASS_META
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "UnityMetaPass.cginc"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ #ifdef EDITOR_VISUALIZATION
+ float2 vizUV : TEXCOORD0;
+ float4 lightCoord : TEXCOORD1;
+ #endif
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ #ifdef _EMISSIONTOGGLE_ON
+ uniform float4 _EmissionTint;
+ uniform sampler2D _EmissionMap;
+ #endif
+ uniform float _AlphaClip;
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11724( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11682( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11683( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11729( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11740( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11766( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11772( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11800( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11784( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11811( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11854( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11856( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11839( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11841( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11833( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11865( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11863( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11882( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11888( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11886( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11908 = fixedUV475;
+ float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11910 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ float temp_output_8_0_g11910 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ #else
+ float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11911 = temp_output_8_0_g11910;
+ float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
+ float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ #else
+ float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11910;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord3 = screenPos;
+ o.ase_texcoord4.xyz = ase_positionWS;
+
+ o.ase_texcoord2.xy = v.texcoord.xyzw.xy;
+ o.ase_texcoord5 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord2.zw = 0;
+ o.ase_texcoord4.w = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ #ifdef EDITOR_VISUALIZATION
+ o.vizUV = 0;
+ o.lightCoord = 0;
+ if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
+ o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
+ else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
+ {
+ o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
+ }
+ #endif
+
+ o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ float4 tangent : TANGENT;
+ float3 normal : NORMAL;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord = v.texcoord;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord3;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord4.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11680 = unity_OrthoParams.y;
+ float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
+ float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
+ float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
+ float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11681 = appendResult2_g11681;
+ #else
+ float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11730 = staticSwitch62;
+ float2 temp_output_26_0_g11730 = shaderPosition235;
+ float temp_output_25_0_g11730 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
+ float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
+ float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11739 = appendResult2_g11739;
+ #else
+ float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ #else
+ float staticSwitch29_g11737 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) );
+ #else
+ float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ #else
+ float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ #else
+ float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ #else
+ float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11730 = clampResult46_g11732;
+ #else
+ float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ #endif
+ float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ #else
+ float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ #endif
+ float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
+ float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ #else
+ float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11741;
+ float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11742 = staticSwitch485;
+ float2 break11_g11742 = float2( 0,0 );
+ float2 break10_g11742 = float2( 1,1 );
+ float2 break9_g11742 = spriteRectMin376;
+ float2 break8_g11742 = spriteRectMax377;
+ float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11764 = originalColor191;
+ float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
+ float2 temp_output_7_0_g11764 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
+ float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
+ float4 staticSwitch2_g11764 = appendResult31_g11765;
+ #else
+ float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
+ float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
+ float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11764 = appendResult13_g11767;
+ #else
+ float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ #endif
+ float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
+ float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
+ float4 staticSwitch2_g11769 = appendResult42_g11770;
+ #else
+ float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11771 = finalUV146;
+ float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
+ float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
+ float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
+ float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ #else
+ float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ #endif
+ float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
+ float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
+ float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
+ float2 temp_output_1_0_g11773 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch81_g11805 = appendResult91_g11805;
+ #endif
+ float3 break82_g11805 = (staticSwitch81_g11805).xyz;
+ float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
+ float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
+ float4 break2_g11806 = temp_output_1_0_g11805;
+ float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
+ float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
+ float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch43_g11773 = appendResult30_g11805;
+ #else
+ float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ #endif
+ float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
+ float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.8333333 )
+ ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.6666667 )
+ ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11803 = ifLocalVar46_g11803;
+ float4 ifLocalVar47_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.3333333 )
+ ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.1666667 )
+ ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11803 = ifLocalVar47_g11803;
+ float4 ifLocalVar35_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.5 )
+ ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ else
+ ifLocalVar35_g11803 = ifLocalVar45_g11803;
+ float4 break55_g11803 = ifLocalVar35_g11803;
+ float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
+ float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch9_g11773 = appendResult30_g11803;
+ #else
+ float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
+ float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
+ float3 In115_g11777 = temp_output_2_0_g11777;
+ float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11778 = temp_output_1_0_g11777;
+ float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11777 = _ColorReplaceSmoothness;
+ float Range115_g11777 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
+ float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
+ float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch29_g11773 = appendResult4_g11777;
+ #else
+ float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ #endif
+ float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
+ float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
+ float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
+ float4 staticSwitch4_g11790 = appendResult8_g11790;
+ #else
+ float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ #endif
+ float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch32_g11773 = appendResult4_g11813;
+ #else
+ float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
+ float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
+ float4 staticSwitch33_g11773 = appendResult6_g11788;
+ #else
+ float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
+ float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
+ float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
+ float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
+ float4 staticSwitch36_g11773 = appendResult8_g11789;
+ #else
+ float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
+ float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
+ float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
+ float4 staticSwitch30_g11773 = appendResult18_g11807;
+ #else
+ float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
+ float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
+ float4 break12_g11785 = temp_output_1_0_g11785;
+ float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
+ float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
+ float4 staticSwitch20_g11773 = appendResult11_g11785;
+ #else
+ float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
+ float4 break2_g11801 = temp_output_1_0_g11799;
+ float2 temp_output_65_0_g11799 = shaderPosition235;
+ float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
+ float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
+ float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
+ float4 staticSwitch17_g11773 = appendResult9_g11799;
+ #else
+ float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ #endif
+ float temp_output_39_0_g11773 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
+ float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
+ float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
+ float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch19_g11773 = appendResult6_g11791;
+ #else
+ float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
+ float4 break2_g11797 = temp_output_1_0_g11795;
+ float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ #else
+ float staticSwitch33_g11795 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
+ float4 staticSwitch23_g11773 = appendResult6_g11795;
+ #else
+ float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ #else
+ float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ #endif
+ float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
+ float4 staticSwitch28_g11773 = appendResult21_g11792;
+ #else
+ float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
+ float4 break2_g11781 = temp_output_1_0_g11780;
+ float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
+ float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
+ float4 staticSwitch38_g11773 = appendResult8_g11780;
+ #else
+ float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
+ float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
+ float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ #else
+ float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ #endif
+ float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11782 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
+ float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11783 = appendResult2_g11783;
+ #else
+ float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 );
+ #endif
+ float2 temp_output_25_0_g11782 = staticSwitch9_g11783;
+ float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
+ float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ #else
+ float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ #endif
+ float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
+ float4 staticSwitch12_g11773 = appendResult177_g11782;
+ #else
+ float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
+ float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
+ float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ #else
+ float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ #endif
+ float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11810 = 1.0;
+ #else
+ float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ #endif
+ float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11810 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
+ float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11812 = appendResult2_g11812;
+ #else
+ float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 );
+ #endif
+ float2 temp_output_25_0_g11810 = staticSwitch9_g11812;
+ float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ #else
+ float staticSwitch200_g11810 = lerpResult168_g11810;
+ #endif
+ float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
+ float4 staticSwitch13_g11773 = appendResult174_g11810;
+ #else
+ float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
+ float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ #else
+ float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ #endif
+ float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11787 = 1.0;
+ #else
+ float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ #endif
+ float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
+ float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ #else
+ float staticSwitch200_g11787 = lerpResult168_g11787;
+ #endif
+ float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
+ float4 staticSwitch48_g11773 = appendResult174_g11787;
+ #else
+ float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
+ float4 break2_g11775 = temp_output_5_0_g11774;
+ float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
+ float4 staticSwitch46_g11773 = appendResult12_g11774;
+ #else
+ float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11773;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11815 = temp_output_361_0;
+ float4 break2_g11816 = temp_output_1_0_g11815;
+ float temp_output_44_0_g11815 = unity_OrthoParams.y;
+ float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
+ float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11815;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11818 = staticSwitch56;
+ float4 break2_g11820 = temp_output_1_0_g11818;
+ float temp_output_34_0_g11818 = shaderTime237;
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
+ float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch57 = appendResult27_g11818;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11822 = staticSwitch57;
+ float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
+ float2 temp_output_41_0_g11822 = shaderPosition235;
+ float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
+ float temp_output_40_0_g11822 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ #else
+ float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ #endif
+ float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
+ float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
+ float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
+ float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
+ float4 break2_g11855 = temp_output_1_0_g11852;
+ float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
+ float4 staticSwitch26_g11822 = appendResult7_g11852;
+ #else
+ float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
+ float temp_output_59_0_g11845 = temp_output_40_0_g11822;
+ float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float4 break2_g11847 = temp_output_1_0_g11845;
+ float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ #else
+ float staticSwitch60_g11845 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
+ float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
+ float4 staticSwitch28_g11822 = appendResult8_g11845;
+ #else
+ float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
+ float4 break2_g11838 = temp_output_1_0_g11837;
+ float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
+ float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
+ float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
+ float temp_output_73_0_g11837 = temp_output_40_0_g11822;
+ float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
+ float4 staticSwitch29_g11822 = appendResult26_g11837;
+ #else
+ float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
+ float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
+ float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
+ float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
+ float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
+ float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
+ float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
+ float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch32_g11822 = appendResult43_g11831;
+ #else
+ float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
+ float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
+ float4 break2_g11829 = temp_output_1_0_g11827;
+ float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
+ float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
+ float4 staticSwitch34_g11822 = appendResult29_g11827;
+ #else
+ float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
+ float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
+ float4 break2_g11825 = temp_output_1_0_g11823;
+ float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ #else
+ float staticSwitch98_g11823 = _ShineFade;
+ #endif
+ float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
+ float4 staticSwitch36_g11822 = appendResult8_g11823;
+ #else
+ float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11858 = temp_output_40_0_g11822;
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
+ float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
+ float4 staticSwitch39_g11822 = appendResult27_g11858;
+ #else
+ float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ #endif
+ float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
+ float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
+ float temp_output_1_0_g11862 = temp_output_40_0_g11822;
+ float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
+ float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
+ float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
+ float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
+ float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
+ float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
+ float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ #else
+ float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ #endif
+ float4 break2_g11864 = temp_output_10_0_g11862;
+ float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ #else
+ float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ #endif
+ float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
+ float4 staticSwitch11_g11862 = appendResult19_g11862;
+ #else
+ float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ #endif
+ float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11867 = temp_output_1_0_g11867;
+ float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
+ float4 break2_g11868 = temp_output_1_0_g11867;
+ float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
+ float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ #else
+ float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
+ float4 staticSwitch33_g11867 = appendResult6_g11867;
+ #else
+ float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ #endif
+ float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11874 = temp_output_5_0_g11874;
+ float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
+ float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ #else
+ float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11875 = _TextureLayer1Columns;
+ int Height10_g11875 = _TextureLayer1Rows;
+ float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11875 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ #else
+ float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ #endif
+ float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
+ float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
+ float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
+ float4 break2_g11876 = temp_output_5_0_g11874;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ #else
+ float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ #endif
+ float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
+ float4 staticSwitch15_g11874 = appendResult14_g11874;
+ #else
+ float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ #endif
+ float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11870 = temp_output_5_0_g11870;
+ float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
+ float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ #else
+ float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11871 = _TextureLayer2Columns;
+ int Height10_g11871 = _TextureLayer2Rows;
+ float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11871 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ #else
+ float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ #endif
+ float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
+ float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
+ float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
+ float4 break2_g11872 = temp_output_5_0_g11870;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ #else
+ float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ #endif
+ float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
+ float4 staticSwitch15_g11870 = appendResult14_g11870;
+ #else
+ float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11870;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11878 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11878;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11879 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11879;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11880 = staticSwitch75;
+ float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11880 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
+ float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
+ float4 staticSwitch3_g11880 = appendResult3_g11881;
+ #else
+ float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
+ float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
+ float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
+ float4 staticSwitch5_g11880 = appendResult3_g11889;
+ #else
+ float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
+ float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
+ float4 staticSwitch8_g11880 = appendResult3_g11891;
+ #else
+ float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
+ float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
+ float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
+ float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
+ float4 staticSwitch9_g11880 = appendResult3_g11887;
+ #else
+ float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
+ float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11883 = rotatedValue136_g11883;
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
+ float4 staticSwitch11_g11880 = appendResult3_g11883;
+ #else
+ float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11885 = rotatedValue136_g11885;
+ float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
+ float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
+ float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
+ float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
+ float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
+ float4 staticSwitch15_g11880 = appendResult3_g11885;
+ #else
+ float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
+ float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
+ float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
+ float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
+ float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
+ float4 staticSwitch13_g11880 = appendResult3_g11893;
+ #else
+ float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ #else
+ float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
+ float4 break2_g11898 = temp_output_1_0_g11896;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ #endif
+ float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
+ float4 staticSwitch5_g11895 = appendResult6_g11896;
+ #else
+ float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
+ float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
+ float4 staticSwitch11_g11895 = appendResult13_g11899;
+ #else
+ float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
+ float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ #else
+ float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ #endif
+ float4 break2_g11902 = temp_output_1_0_g11900;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ #else
+ float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ #endif
+ float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
+ float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
+ float4 staticSwitch7_g11895 = appendResult9_g11900;
+ #else
+ float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ #endif
+ float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11905 = temp_output_2_0_g11903;
+ float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
+ float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11904 = appendResult2_g11904;
+ #else
+ float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 );
+ #endif
+ float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11905 = appendResult85_g11903;
+ float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
+ float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
+ float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
+ float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
+ float4 staticSwitch82_g11903 = appendResult18_g11905;
+ #else
+ float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ #endif
+ float4 break4_g11906 = staticSwitch82_g11903;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11764 = 1.0;
+ #else
+ float staticSwitch8_g11764 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11764 = 1.0;
+ #else
+ float staticSwitch9_g11764 = staticSwitch8_g11764;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11764;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11906;
+ float4 temp_output_1_0_g11907 = temp_output_344_0;
+ float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11907;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11914 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
+ float4 staticSwitch6_g11914 = appendResult2_g11914;
+ #else
+ float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11914;
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float2 temp_output_11_0_g11915 = finalUV146;
+ float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
+ float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
+ float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ #else
+ float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
+ #endif
+
+
+ o.Albedo = temp_output_340_0.rgb;
+ o.Normal = half3( 0, 0, 1 );
+ o.Emission = staticSwitch13_g11915;
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = _AlphaClip;
+
+ #ifdef _ALPHATEST_ON
+ clip( o.Alpha - AlphaClipThreshold );
+ #endif
+
+ UnityMetaInput metaIN;
+ UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
+ metaIN.Albedo = o.Albedo;
+ metaIN.Emission = o.Emission;
+ #ifdef EDITOR_VISUALIZATION
+ metaIN.VizUV = IN.vizUV;
+ metaIN.LightCoord = IN.lightCoord;
+ #endif
+ return UnityMetaFragment(metaIN);
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "ShadowCaster"
+ Tags { "LightMode"="ShadowCaster" }
+ ZWrite On
+ ZTest LEqual
+ AlphaToMask Off
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ #pragma multi_compile_shadowcaster
+ #ifndef UNITY_PASS_SHADOWCASTER
+ #define UNITY_PASS_SHADOWCASTER
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ V2F_SHADOW_CASTER;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef UNITY_STANDARD_USE_DITHER_MASK
+ sampler3D _DitherMaskLOD;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishStretch;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ uniform float2 _ScreenTilingScale;
+ uniform float2 _ScreenTilingOffset;
+ uniform float _ScreenTilingPixelsPerUnit;
+ #endif
+ uniform sampler2D _MainTex;
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEWORLDTILING_ON
+ uniform float2 _WorldTilingScale;
+ uniform float2 _WorldTilingOffset;
+ uniform float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ uniform float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ uniform float _SquishFade;
+ uniform float _SquishFlip;
+ uniform float _SquishSquish;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ uniform float _TimeValue;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ uniform float UnscaledTime;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ uniform float _TimeSpeed;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ uniform float _TimeFPS;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ uniform float _TimeFrequency;
+ uniform float _TimeRange;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ uniform float2 _SineMoveFrequency;
+ uniform float2 _SineMoveOffset;
+ uniform float _SineMoveFade;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ uniform float _VibrateFrequency;
+ uniform float _VibrateOffset;
+ uniform float _VibrateFade;
+ uniform float _VibrateRotation;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ uniform float _SineScaleFrequency;
+ uniform float2 _SineScaleFactor;
+ #endif
+ uniform float _FadingFade;
+ #ifdef _SHADERFADING_MASK
+ uniform sampler2D _FadingMask;
+ uniform float4 _FadingMask_ST;
+ #endif
+ uniform float _FadingWidth;
+ uniform sampler2D _UberNoiseTexture;
+ uniform float _PixelsPerUnit;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ uniform float _RectWidth;
+ uniform float _RectHeight;
+ #endif
+ uniform float _ScreenWidthUnits;
+ uniform float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ uniform float2 _FadingPosition;
+ uniform float _FadingNoiseFactor;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ uniform float _WindRotationWindFactor;
+ uniform float WindMinIntensity;
+ uniform float _WindMinIntensity;
+ uniform float WindMaxIntensity;
+ uniform float _WindMaxIntensity;
+ uniform float _WindXPosition;
+ uniform float WindNoiseScale;
+ uniform float _WindNoiseScale;
+ uniform float WindTime;
+ uniform float _WindNoiseSpeed;
+ uniform float _WindRotation;
+ uniform float _WindMaxRotation;
+ uniform float _WindFlip;
+ uniform float _WindSquishFactor;
+ uniform float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ uniform float _FullDistortionFade;
+ uniform float2 _FullDistortionNoiseScale;
+ uniform float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ uniform float2 _DirectionalDistortionDistortionScale;
+ uniform float _DirectionalDistortionRandomDirection;
+ uniform float2 _DirectionalDistortionDistortion;
+ uniform float _DirectionalDistortionInvert;
+ uniform float _DirectionalDistortionRotation;
+ uniform float _DirectionalDistortionFade;
+ uniform float2 _DirectionalDistortionNoiseScale;
+ uniform float _DirectionalDistortionNoiseFactor;
+ uniform float _DirectionalDistortionWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float _HologramDistortionSpeed;
+ uniform float _HologramDistortionDensity;
+ uniform float _HologramDistortionScale;
+ uniform float _HologramDistortionOffset;
+ uniform float _HologramFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float2 _GlitchDistortionSpeed;
+ uniform float2 _GlitchDistortionScale;
+ uniform float2 _GlitchDistortion;
+ uniform float2 _GlitchMaskSpeed;
+ uniform float2 _GlitchMaskScale;
+ uniform float _GlitchMaskMin;
+ uniform float _GlitchFade;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ uniform float2 _UVDistortFrom;
+ uniform float2 _UVDistortTo;
+ uniform float2 _UVDistortSpeed;
+ uniform float2 _UVDistortNoiseScale;
+ uniform float _UVDistortFade;
+ uniform sampler2D _UVDistortMask;
+ uniform float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ uniform float2 _SqueezeCenter;
+ uniform float _SqueezePower;
+ uniform float2 _SqueezeScale;
+ uniform float _SqueezeFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ uniform float _SineRotateFrequency;
+ uniform float _SineRotateAngle;
+ uniform float _SineRotateFade;
+ uniform float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ uniform float _UVRotateSpeed;
+ uniform float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ uniform float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ uniform float _PixelatePixelDensity;
+ uniform float _PixelatePixelsPerUnit;
+ uniform float _PixelateFade;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ uniform float2 _UVScalePivot;
+ uniform float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ uniform float _WiggleFrequency;
+ uniform float _WiggleSpeed;
+ uniform float _WiggleOffset;
+ uniform float _WiggleFade;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ uniform float _GaussianBlurOffset;
+ uniform float _GaussianBlurFade;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ uniform float _SharpenOffset;
+ uniform float _SharpenFactor;
+ uniform float _SharpenFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ uniform float _SmokeVertexSeed;
+ uniform float _SmokeNoiseScale;
+ uniform float _SmokeNoiseFactor;
+ uniform float _SmokeSmoothness;
+ uniform float _SmokeDarkEdge;
+ uniform float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ uniform sampler2D _CustomFadeFadeMask;
+ uniform float2 _CustomFadeNoiseScale;
+ uniform float _CustomFadeNoiseFactor;
+ uniform float _CustomFadeSmoothness;
+ uniform float _CustomFadeAlpha;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ uniform float _CheckerboardDarken;
+ uniform float _CheckerboardTiling;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ uniform float2 _FlameSpeed;
+ uniform float2 _FlameNoiseScale;
+ uniform float _FlameNoiseHeightFactor;
+ uniform float _FlameNoiseFactor;
+ uniform float _FlameRadius;
+ uniform float _FlameSmooth;
+ uniform float _FlameBrightness;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ uniform float4 _RecolorRGBRedTint;
+ uniform sampler2D _RecolorRGBTexture;
+ uniform float4 _RecolorRGBGreenTint;
+ uniform float4 _RecolorRGBBlueTint;
+ uniform float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ uniform sampler2D _RecolorRGBYCPTexture;
+ uniform float4 _RecolorRGBYCPPurpleTint;
+ uniform float4 _RecolorRGBYCPBlueTint;
+ uniform float4 _RecolorRGBYCPCyanTint;
+ uniform float4 _RecolorRGBYCPGreenTint;
+ uniform float4 _RecolorRGBYCPYellowTint;
+ uniform float4 _RecolorRGBYCPRedTint;
+ uniform float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ uniform float4 _ColorReplaceFromColor;
+ uniform float _ColorReplaceContrast;
+ uniform float4 _ColorReplaceToColor;
+ uniform float _ColorReplaceSmoothness;
+ uniform float _ColorReplaceRange;
+ uniform float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ uniform float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ uniform float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ uniform float _Brightness;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ uniform float _Hue;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ uniform float4 _SplitToningShadowsColor;
+ uniform float4 _SplitToningHighlightsColor;
+ uniform float _SplitToningShift;
+ uniform float _SplitToningBalance;
+ uniform float _SplitToningContrast;
+ uniform float _SplitToningFade;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ uniform float4 _BlackTintColor;
+ uniform float _BlackTintPower;
+ uniform float _BlackTintFade;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ uniform float4 _InkSpreadColor;
+ uniform float _InkSpreadContrast;
+ uniform float _InkSpreadFade;
+ uniform float _InkSpreadDistance;
+ uniform float2 _InkSpreadPosition;
+ uniform float2 _InkSpreadNoiseScale;
+ uniform float _InkSpreadNoiseFactor;
+ uniform float _InkSpreadWidth;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ uniform float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ uniform float _AddHueSpeed;
+ uniform float _AddHueSaturation;
+ uniform float _AddHueBrightness;
+ uniform float _AddHueContrast;
+ uniform float _AddHueFade;
+ uniform sampler2D _AddHueMask;
+ uniform float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ uniform float _SineGlowContrast;
+ uniform float4 _SineGlowColor;
+ uniform sampler2D _SineGlowMask;
+ uniform float4 _SineGlowMask_ST;
+ uniform float _SineGlowFade;
+ uniform float _SineGlowFrequency;
+ uniform float _SineGlowMax;
+ uniform float _SineGlowMin;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ uniform float _Saturation;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ uniform float4 _InnerOutlineColor;
+ uniform sampler2D _InnerOutlineTintTexture;
+ uniform float2 _InnerOutlineTextureSpeed;
+ uniform float _InnerOutlineFade;
+ uniform float2 _InnerOutlineNoiseSpeed;
+ uniform float2 _InnerOutlineNoiseScale;
+ uniform float2 _InnerOutlineDistortionIntensity;
+ uniform float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ uniform float4 _OuterOutlineColor;
+ uniform sampler2D _OuterOutlineTintTexture;
+ uniform float2 _OuterOutlineTextureSpeed;
+ uniform float _OuterOutlineFade;
+ uniform float2 _OuterOutlineNoiseSpeed;
+ uniform float2 _OuterOutlineNoiseScale;
+ uniform float2 _OuterOutlineDistortionIntensity;
+ uniform float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ uniform float4 _PixelOutlineColor;
+ uniform sampler2D _PixelOutlineTintTexture;
+ uniform float2 _PixelOutlineTextureSpeed;
+ uniform float _PixelOutlineFade;
+ uniform float _PixelOutlineAlphaLimit;
+ uniform float _PixelOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ uniform float4 _PingPongGlowFrom;
+ uniform float4 _PingPongGlowTo;
+ uniform float _PingPongGlowFrequency;
+ uniform float _PingPongGlowFade;
+ uniform float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ uniform float4 _HologramTint;
+ uniform float _HologramContrast;
+ uniform float _HologramLineSpeed;
+ uniform float _HologramLineFrequency;
+ uniform float _HologramLineGap;
+ uniform float _HologramMinAlpha;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ uniform float _GlitchBrightness;
+ uniform float2 _GlitchNoiseSpeed;
+ uniform float2 _GlitchNoiseScale;
+ uniform float _GlitchHueSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ uniform float4 _CamouflageBaseColor;
+ uniform float4 _CamouflageColorA;
+ uniform float _CamouflageDensityA;
+ uniform float2 _CamouflageDistortionSpeed;
+ uniform float2 _CamouflageDistortionScale;
+ uniform float2 _CamouflageDistortionIntensity;
+ uniform float2 _CamouflageNoiseScaleA;
+ uniform float _CamouflageSmoothnessA;
+ uniform float4 _CamouflageColorB;
+ uniform float _CamouflageDensityB;
+ uniform float2 _CamouflageNoiseScaleB;
+ uniform float _CamouflageSmoothnessB;
+ uniform float _CamouflageContrast;
+ uniform float _CamouflageFade;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ uniform float _MetalHighlightDensity;
+ uniform float2 _MetalNoiseDistortionSpeed;
+ uniform float2 _MetalNoiseDistortionScale;
+ uniform float2 _MetalNoiseDistortion;
+ uniform float2 _MetalNoiseSpeed;
+ uniform float2 _MetalNoiseScale;
+ uniform float4 _MetalHighlightColor;
+ uniform float _MetalHighlightContrast;
+ uniform float _MetalContrast;
+ uniform float4 _MetalColor;
+ uniform float _MetalFade;
+ uniform sampler2D _MetalMask;
+ uniform float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ uniform float _FrozenContrast;
+ uniform float4 _FrozenTint;
+ uniform float _FrozenSnowContrast;
+ uniform float4 _FrozenSnowColor;
+ uniform float _FrozenSnowDensity;
+ uniform float2 _FrozenSnowScale;
+ uniform float _FrozenHighlightDensity;
+ uniform float2 _FrozenHighlightDistortionSpeed;
+ uniform float2 _FrozenHighlightDistortionScale;
+ uniform float2 _FrozenHighlightDistortion;
+ uniform float2 _FrozenHighlightSpeed;
+ uniform float2 _FrozenHighlightScale;
+ uniform float4 _FrozenHighlightColor;
+ uniform float _FrozenHighlightContrast;
+ uniform float _FrozenFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ uniform float _BurnInsideContrast;
+ uniform float4 _BurnInsideNoiseColor;
+ uniform float _BurnInsideNoiseFactor;
+ uniform float2 _BurnSwirlNoiseScale;
+ uniform float _BurnSwirlFactor;
+ uniform float2 _BurnInsideNoiseScale;
+ uniform float4 _BurnInsideColor;
+ uniform float _BurnRadius;
+ uniform float2 _BurnPosition;
+ uniform float2 _BurnEdgeNoiseScale;
+ uniform float _BurnEdgeNoiseFactor;
+ uniform float _BurnWidth;
+ uniform float4 _BurnEdgeColor;
+ uniform float _BurnFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ uniform float2 _RainbowCenter;
+ uniform float2 _RainbowNoiseScale;
+ uniform float _RainbowNoiseFactor;
+ uniform float _RainbowDensity;
+ uniform float _RainbowSpeed;
+ uniform float _RainbowSaturation;
+ uniform float _RainbowBrightness;
+ uniform float _RainbowContrast;
+ uniform float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ uniform float _ShineSaturation;
+ uniform float _ShineContrast;
+ uniform float4 _ShineColor;
+ uniform float _ShineRotation;
+ uniform float _ShineFrequency;
+ uniform float _ShineSpeed;
+ uniform float _ShineWidth;
+ uniform float _ShineSmooth;
+ uniform float _ShineFade;
+ uniform sampler2D _ShineMask;
+ uniform float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ uniform float2 _PoisonNoiseSpeed;
+ uniform float2 _PoisonNoiseScale;
+ uniform float _PoisonShiftSpeed;
+ uniform float _PoisonDensity;
+ uniform float4 _PoisonColor;
+ uniform float _PoisonFade;
+ uniform float _PoisonNoiseBrightness;
+ uniform float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ uniform float4 _EnchantedLowColor;
+ uniform float4 _EnchantedHighColor;
+ uniform float2 _EnchantedSpeed;
+ uniform float2 _EnchantedScale;
+ uniform float _EnchantedRainbowDensity;
+ uniform float _EnchantedRainbowSpeed;
+ uniform float _EnchantedRainbowSaturation;
+ uniform float _EnchantedContrast;
+ uniform float _EnchantedBrightness;
+ uniform float _EnchantedReduce;
+ uniform float _EnchantedFade;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ uniform float4 _ShiftingColorA;
+ uniform float4 _ShiftingColorB;
+ uniform float _ShiftingSpeed;
+ uniform float _ShiftingDensity;
+ uniform float _ShiftingBrightness;
+ uniform float _ShiftingSaturation;
+ uniform float _ShiftingContrast;
+ uniform float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform sampler2D _TextureLayer1Texture;
+ uniform float2 _TextureLayer1Scale;
+ uniform float2 _TextureLayer1Offset;
+ uniform float2 _TextureLayer1ScrollSpeed;
+ uniform float _TextureLayer1EdgeClip;
+ #endif
+ uniform int _TextureLayer1Columns;
+ uniform int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float _TextureLayer1Speed;
+ #endif
+ uniform int _TextureLayer1StartFrame;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ uniform float4 _TextureLayer1Color;
+ uniform float _TextureLayer1Contrast;
+ uniform float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform sampler2D _TextureLayer2Texture;
+ uniform float2 _TextureLayer2Scale;
+ uniform float2 _TextureLayer2Offset;
+ uniform float2 _TextureLayer2ScrollSpeed;
+ uniform float _TextureLayer2EdgeClip;
+ #endif
+ uniform int _TextureLayer2Columns;
+ uniform int _TextureLayer2Rows;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float _TextureLayer2Speed;
+ #endif
+ uniform int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ uniform float4 _TextureLayer2Color;
+ uniform float _TextureLayer2Contrast;
+ uniform float _TextureLayer2Fade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ uniform float _FullAlphaDissolveFade;
+ uniform float _FullAlphaDissolveWidth;
+ uniform float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ uniform float4 _FullGlowDissolveEdgeColor;
+ uniform float2 _FullGlowDissolveNoiseScale;
+ uniform float _FullGlowDissolveFade;
+ uniform float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ uniform float _SourceAlphaDissolveInvert;
+ uniform float _SourceAlphaDissolveFade;
+ uniform float2 _SourceAlphaDissolvePosition;
+ uniform float2 _SourceAlphaDissolveNoiseScale;
+ uniform float _SourceAlphaDissolveNoiseFactor;
+ uniform float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ uniform float2 _SourceGlowDissolvePosition;
+ uniform float2 _SourceGlowDissolveNoiseScale;
+ uniform float _SourceGlowDissolveNoiseFactor;
+ uniform float _SourceGlowDissolveFade;
+ uniform float _SourceGlowDissolveWidth;
+ uniform float4 _SourceGlowDissolveEdgeColor;
+ uniform float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ uniform float _DirectionalAlphaFadeInvert;
+ uniform float _DirectionalAlphaFadeRotation;
+ uniform float _DirectionalAlphaFadeFade;
+ uniform float2 _DirectionalAlphaFadeNoiseScale;
+ uniform float _DirectionalAlphaFadeNoiseFactor;
+ uniform float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ uniform float4 _DirectionalGlowFadeEdgeColor;
+ uniform float _DirectionalGlowFadeInvert;
+ uniform float _DirectionalGlowFadeRotation;
+ uniform float _DirectionalGlowFadeFade;
+ uniform float2 _DirectionalGlowFadeNoiseScale;
+ uniform float _DirectionalGlowFadeNoiseFactor;
+ uniform float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ uniform float _HalftoneInvert;
+ uniform float _HalftoneTiling;
+ uniform float _HalftoneFade;
+ uniform float2 _HalftonePosition;
+ uniform float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ uniform float4 _AddColorColor;
+ uniform sampler2D _AddColorMask;
+ uniform float4 _AddColorMask_ST;
+ uniform float _AddColorContrast;
+ uniform float _AddColorFade;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ uniform float4 _AlphaTintColor;
+ uniform float _AlphaTintMinAlpha;
+ uniform float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ uniform float4 _StrongTintTint;
+ uniform sampler2D _StrongTintMask;
+ uniform float4 _StrongTintMask_ST;
+ uniform float _StrongTintContrast;
+ uniform float _StrongTintFade;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ uniform float4 _ShadowColor;
+ uniform float _ShadowFade;
+ uniform float2 _ShadowOffset;
+ #endif
+ uniform float _AlphaClip;
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11724( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11726( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11682( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11683( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11729( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11740( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11766( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11768( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11772( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11800( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11784( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11811( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11819( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11857( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11854( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11856( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11846( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11848( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11839( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11841( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11842( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11834( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11832( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11833( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11828( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11865( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11863( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11882( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11888( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11886( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11908 = fixedUV475;
+ float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11910 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ float temp_output_8_0_g11910 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ #else
+ float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11911 = temp_output_8_0_g11910;
+ float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
+ float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ #else
+ float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11910;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (v.vertex.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ o.ase_texcoord2 = screenPos;
+ o.ase_texcoord3.xyz = ase_positionWS;
+
+ o.ase_texcoord1.xy = v.ase_texcoord.xy;
+ o.ase_texcoord4 = v.vertex;
+ o.ase_color = v.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ o.ase_texcoord1.zw = 0;
+ o.ase_texcoord3.w = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ #if defined( ASE_IMPOSTOR )
+ // Disable "Normal Bias" because we're rendering billboard impostors and there's no vertex normals.
+ unity_LightShadowBias.z = 0;
+ #endif
+
+ TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half4 tangent : TANGENT;
+ half3 normal : NORMAL;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.tangent = v.tangent;
+ o.normal = v.normal;
+ o.texcoord1 = v.texcoord1;
+ o.texcoord2 = v.texcoord2;
+ o.ase_texcoord = v.ase_texcoord;
+ o.ase_color = v.ase_color;
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+ o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+ #if defined(ASE_LIGHTING_SIMPLE)
+ SurfaceOutput o = (SurfaceOutput)0;
+ #else
+ #if defined(_SPECULAR_SETUP)
+ SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
+ #else
+ SurfaceOutputStandard o = (SurfaceOutputStandard)0;
+ #endif
+ o.Occlusion = 1;
+ #endif
+
+ float2 texCoord363 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = IN.ase_texcoord2;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = IN.ase_texcoord3.xyz;
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11667 = _TimeValue;
+ #else
+ float staticSwitch44_g11667 = _Time.y;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11667 = UnscaledTime;
+ #else
+ float staticSwitch34_g11667 = staticSwitch44_g11667;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11667 = staticSwitch34_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11667 = staticSwitch37_g11667;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11667 = staticSwitch38_g11667;
+ #endif
+ float shaderTime237 = staticSwitch42_g11667;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11669 = staticSwitch437;
+ float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
+ float2 texCoord23_g11669 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11669 = (IN.ase_texcoord4.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11669 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11669;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11680 = unity_OrthoParams.y;
+ float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
+ float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
+ float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
+ float2 appendResult10_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11681 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11681 = appendResult2_g11681;
+ #else
+ float2 staticSwitch9_g11681 = ( float2( 100,100 ) / appendResult10_g11681 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11681.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11730 = staticSwitch62;
+ float2 temp_output_26_0_g11730 = shaderPosition235;
+ float temp_output_25_0_g11730 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
+ float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
+ float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11739 = appendResult2_g11739;
+ #else
+ float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 );
+ #endif
+ float2 uv_UVDistortMask = IN.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ #else
+ float staticSwitch29_g11737 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) );
+ #else
+ float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ #else
+ float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
+ float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ #else
+ float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ #else
+ float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11730 = clampResult46_g11732;
+ #else
+ float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ #endif
+ float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ #else
+ float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ #endif
+ float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
+ float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ #else
+ float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11741;
+ float2 texCoord131 = IN.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = IN.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
+ float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11725 = shaderPosition235;
+ float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11723;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11725;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11742 = staticSwitch485;
+ float2 break11_g11742 = float2( 0,0 );
+ float2 break10_g11742 = float2( 1,1 );
+ float2 break9_g11742 = spriteRectMin376;
+ float2 break8_g11742 = spriteRectMax377;
+ float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11764 = originalColor191;
+ float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
+ float2 temp_output_7_0_g11764 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
+ float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
+ float4 staticSwitch2_g11764 = appendResult31_g11765;
+ #else
+ float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
+ float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
+ float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
+ float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
+ float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11764 = appendResult13_g11767;
+ #else
+ float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ #endif
+ float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
+ float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
+ float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
+ float4 staticSwitch2_g11769 = appendResult42_g11770;
+ #else
+ float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11771 = finalUV146;
+ float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
+ float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
+ float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
+ float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ #else
+ float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ #endif
+ float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
+ float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
+ float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
+ float2 temp_output_1_0_g11773 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch81_g11805 = appendResult91_g11805;
+ #endif
+ float3 break82_g11805 = (staticSwitch81_g11805).xyz;
+ float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
+ float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
+ float4 break2_g11806 = temp_output_1_0_g11805;
+ float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
+ float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
+ float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
+ float4 staticSwitch43_g11773 = appendResult30_g11805;
+ #else
+ float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ #else
+ float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ #endif
+ float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
+ float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.8333333 )
+ ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.6666667 )
+ ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11803 = ifLocalVar46_g11803;
+ float4 ifLocalVar47_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.3333333 )
+ ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11803 = 0;
+ if( temp_output_43_0_g11803 <= 0.1666667 )
+ ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11803 = ifLocalVar47_g11803;
+ float4 ifLocalVar35_g11803 = 0;
+ if( temp_output_43_0_g11803 >= 0.5 )
+ ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ else
+ ifLocalVar35_g11803 = ifLocalVar45_g11803;
+ float4 break55_g11803 = ifLocalVar35_g11803;
+ float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
+ float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch9_g11773 = appendResult30_g11803;
+ #else
+ float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
+ float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
+ float3 In115_g11777 = temp_output_2_0_g11777;
+ float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11778 = temp_output_1_0_g11777;
+ float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11777 = _ColorReplaceSmoothness;
+ float Range115_g11777 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
+ float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
+ float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
+ float4 staticSwitch29_g11773 = appendResult4_g11777;
+ #else
+ float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ #endif
+ float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
+ float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
+ float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
+ float4 staticSwitch4_g11790 = appendResult8_g11790;
+ #else
+ float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ #endif
+ float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
+ float4 staticSwitch32_g11773 = appendResult4_g11813;
+ #else
+ float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
+ float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
+ float4 staticSwitch33_g11773 = appendResult6_g11788;
+ #else
+ float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
+ float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
+ float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
+ float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
+ float4 staticSwitch36_g11773 = appendResult8_g11789;
+ #else
+ float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
+ float4 break2_g11808 = temp_output_1_0_g11807;
+ float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
+ float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
+ float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
+ float4 staticSwitch30_g11773 = appendResult18_g11807;
+ #else
+ float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
+ float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
+ float4 break12_g11785 = temp_output_1_0_g11785;
+ float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
+ float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
+ float4 staticSwitch20_g11773 = appendResult11_g11785;
+ #else
+ float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
+ float4 break2_g11801 = temp_output_1_0_g11799;
+ float2 temp_output_65_0_g11799 = shaderPosition235;
+ float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
+ float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
+ float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
+ float4 staticSwitch17_g11773 = appendResult9_g11799;
+ #else
+ float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ #endif
+ float temp_output_39_0_g11773 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
+ float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
+ float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
+ float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
+ float4 staticSwitch19_g11773 = appendResult6_g11791;
+ #else
+ float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
+ float4 break2_g11797 = temp_output_1_0_g11795;
+ float2 uv_AddHueMask = IN.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ #else
+ float staticSwitch33_g11795 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
+ float4 staticSwitch23_g11773 = appendResult6_g11795;
+ #else
+ float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
+ float4 break2_g11793 = temp_output_1_0_g11792;
+ float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = IN.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ #else
+ float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ #endif
+ float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
+ float4 staticSwitch28_g11773 = appendResult21_g11792;
+ #else
+ float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
+ float4 break2_g11781 = temp_output_1_0_g11780;
+ float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
+ float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
+ float4 staticSwitch38_g11773 = appendResult8_g11780;
+ #else
+ float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
+ float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
+ float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ #else
+ float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ #endif
+ float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11782 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
+ float2 appendResult10_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11783 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11783 = appendResult2_g11783;
+ #else
+ float2 staticSwitch9_g11783 = ( float2( 100,100 ) / appendResult10_g11783 );
+ #endif
+ float2 temp_output_25_0_g11782 = staticSwitch9_g11783;
+ float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
+ float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ #else
+ float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ #endif
+ float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
+ float4 staticSwitch12_g11773 = appendResult177_g11782;
+ #else
+ float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
+ float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
+ float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ #else
+ float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ #endif
+ float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11810 = 1.0;
+ #else
+ float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ #endif
+ float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
+ float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11810 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
+ float2 appendResult10_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11812 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11812 = appendResult2_g11812;
+ #else
+ float2 staticSwitch9_g11812 = ( float2( 100,100 ) / appendResult10_g11812 );
+ #endif
+ float2 temp_output_25_0_g11810 = staticSwitch9_g11812;
+ float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ #else
+ float staticSwitch200_g11810 = lerpResult168_g11810;
+ #endif
+ float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
+ float4 staticSwitch13_g11773 = appendResult174_g11810;
+ #else
+ float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
+ float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ #else
+ float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ #endif
+ float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11787 = 1.0;
+ #else
+ float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ #endif
+ float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
+ float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
+ float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ #else
+ float staticSwitch200_g11787 = lerpResult168_g11787;
+ #endif
+ float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
+ float4 staticSwitch48_g11773 = appendResult174_g11787;
+ #else
+ float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
+ float4 break2_g11775 = temp_output_5_0_g11774;
+ float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
+ float4 staticSwitch46_g11773 = appendResult12_g11774;
+ #else
+ float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11773;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11815 = temp_output_361_0;
+ float4 break2_g11816 = temp_output_1_0_g11815;
+ float temp_output_44_0_g11815 = unity_OrthoParams.y;
+ float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
+ float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11815;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11818 = staticSwitch56;
+ float4 break2_g11820 = temp_output_1_0_g11818;
+ float temp_output_34_0_g11818 = shaderTime237;
+ float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
+ float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
+ float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
+ float4 staticSwitch57 = appendResult27_g11818;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11822 = staticSwitch57;
+ float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
+ float2 temp_output_41_0_g11822 = shaderPosition235;
+ float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
+ float temp_output_40_0_g11822 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ #else
+ float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ #endif
+ float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
+ float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
+ float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
+ float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
+ float4 break2_g11855 = temp_output_1_0_g11852;
+ float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
+ float4 staticSwitch26_g11822 = appendResult7_g11852;
+ #else
+ float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
+ float temp_output_59_0_g11845 = temp_output_40_0_g11822;
+ float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
+ float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
+ float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
+ float4 break2_g11847 = temp_output_1_0_g11845;
+ float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
+ float2 uv_MetalMask = IN.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ #else
+ float staticSwitch60_g11845 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
+ float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
+ float4 staticSwitch28_g11822 = appendResult8_g11845;
+ #else
+ float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
+ float4 break2_g11838 = temp_output_1_0_g11837;
+ float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
+ float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
+ float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
+ float temp_output_73_0_g11837 = temp_output_40_0_g11822;
+ float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
+ float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
+ float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
+ float4 staticSwitch29_g11822 = appendResult26_g11837;
+ #else
+ float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
+ float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
+ float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
+ float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
+ float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
+ float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
+ float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
+ float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
+ float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
+ float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
+ float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch32_g11822 = appendResult43_g11831;
+ #else
+ float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
+ float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
+ float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
+ float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
+ float4 break2_g11829 = temp_output_1_0_g11827;
+ float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
+ float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
+ float4 staticSwitch34_g11822 = appendResult29_g11827;
+ #else
+ float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
+ float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
+ float4 break2_g11825 = temp_output_1_0_g11823;
+ float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
+ float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = IN.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ #else
+ float staticSwitch98_g11823 = _ShineFade;
+ #endif
+ float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
+ float4 staticSwitch36_g11822 = appendResult8_g11823;
+ #else
+ float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11858 = temp_output_40_0_g11822;
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
+ float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
+ float4 staticSwitch39_g11822 = appendResult27_g11858;
+ #else
+ float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ #endif
+ float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
+ float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
+ float temp_output_1_0_g11862 = temp_output_40_0_g11822;
+ float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
+ float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
+ float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
+ float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
+ float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
+ float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
+ float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ #else
+ float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ #endif
+ float4 break2_g11864 = temp_output_10_0_g11862;
+ float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ #else
+ float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ #endif
+ float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
+ float4 staticSwitch11_g11862 = appendResult19_g11862;
+ #else
+ float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ #endif
+ float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11867 = temp_output_1_0_g11867;
+ float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
+ float4 break2_g11868 = temp_output_1_0_g11867;
+ float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
+ float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ #else
+ float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
+ float4 staticSwitch33_g11867 = appendResult6_g11867;
+ #else
+ float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ #endif
+ float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11874 = temp_output_5_0_g11874;
+ float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
+ float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ #else
+ float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11875 = _TextureLayer1Columns;
+ int Height10_g11875 = _TextureLayer1Rows;
+ float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11875 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ #else
+ float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ #endif
+ float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
+ float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
+ float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
+ float4 break2_g11876 = temp_output_5_0_g11874;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ #else
+ float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ #endif
+ float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
+ float4 staticSwitch15_g11874 = appendResult14_g11874;
+ #else
+ float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ #endif
+ float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11870 = temp_output_5_0_g11870;
+ float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
+ float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ #else
+ float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11871 = _TextureLayer2Columns;
+ int Height10_g11871 = _TextureLayer2Rows;
+ float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11871 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ #else
+ float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ #endif
+ float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
+ float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
+ float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
+ float4 break2_g11872 = temp_output_5_0_g11870;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ #else
+ float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ #endif
+ float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
+ float4 staticSwitch15_g11870 = appendResult14_g11870;
+ #else
+ float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11870;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11878 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11878;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11879 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11879;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11880 = staticSwitch75;
+ float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11880 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
+ float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
+ float4 staticSwitch3_g11880 = appendResult3_g11881;
+ #else
+ float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
+ float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
+ float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
+ float4 staticSwitch5_g11880 = appendResult3_g11889;
+ #else
+ float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
+ float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
+ float4 staticSwitch8_g11880 = appendResult3_g11891;
+ #else
+ float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
+ float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
+ float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
+ float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
+ float4 staticSwitch9_g11880 = appendResult3_g11887;
+ #else
+ float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
+ float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11883 = rotatedValue136_g11883;
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
+ float4 staticSwitch11_g11880 = appendResult3_g11883;
+ #else
+ float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
+ float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
+ float3 break130_g11885 = rotatedValue136_g11885;
+ float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
+ float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
+ float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
+ float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
+ float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
+ float4 staticSwitch15_g11880 = appendResult3_g11885;
+ #else
+ float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
+ float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
+ float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
+ float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
+ float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
+ float4 staticSwitch13_g11880 = appendResult3_g11893;
+ #else
+ float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = IN.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ #else
+ float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ #endif
+ float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
+ float4 break2_g11898 = temp_output_1_0_g11896;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ #endif
+ float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
+ float4 staticSwitch5_g11895 = appendResult6_g11896;
+ #else
+ float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
+ float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
+ float4 staticSwitch11_g11895 = appendResult13_g11899;
+ #else
+ float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
+ float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = IN.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ #else
+ float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ #endif
+ float4 break2_g11902 = temp_output_1_0_g11900;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ #else
+ float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ #endif
+ float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
+ float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
+ float4 staticSwitch7_g11895 = appendResult9_g11900;
+ #else
+ float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ #endif
+ float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11905 = temp_output_2_0_g11903;
+ float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
+ float2 appendResult10_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11904 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11904 = appendResult2_g11904;
+ #else
+ float2 staticSwitch9_g11904 = ( float2( 100,100 ) / appendResult10_g11904 );
+ #endif
+ float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11904 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11905 = appendResult85_g11903;
+ float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
+ float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
+ float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
+ float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
+ float4 staticSwitch82_g11903 = appendResult18_g11905;
+ #else
+ float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ #endif
+ float4 break4_g11906 = staticSwitch82_g11903;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11764 = 1.0;
+ #else
+ float staticSwitch8_g11764 = IN.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11764 = 1.0;
+ #else
+ float staticSwitch9_g11764 = staticSwitch8_g11764;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11764;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11906;
+ float4 temp_output_1_0_g11907 = temp_output_344_0;
+ float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11907;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11914 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
+ float4 staticSwitch6_g11914 = appendResult2_g11914;
+ #else
+ float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11914;
+
+
+ o.Normal = half3( 0, 0, 1 );
+
+ o.Alpha = temp_output_340_0.a;
+ half AlphaClipThreshold = _AlphaClip;
+ half AlphaClipThresholdShadow = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_SHADOW_ON
+ if (unity_LightShadowBias.z != 0.0)
+ clip(o.Alpha - AlphaClipThresholdShadow);
+ #ifdef _ALPHATEST_ON
+ else
+ clip(o.Alpha - AlphaClipThreshold);
+ #endif
+ #else
+ #ifdef _ALPHATEST_ON
+ clip(o.Alpha - AlphaClipThreshold);
+ #endif
+ #endif
+
+ #ifdef UNITY_STANDARD_USE_DITHER_MASK
+ half alphaRef = tex3D(_DitherMaskLOD, float3(IN.pos.xy*0.25,o.Alpha*0.9375)).a;
+ clip(alphaRef - 0.01);
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ SHADOW_CASTER_FRAGMENT(IN)
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "SceneSelectionPass"
+ Tags { "LightMode"="SceneSelectionPass" }
+
+ ZWrite On
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+
+ #pragma multi_compile_fwdbase
+ #ifndef UNITY_PASS_FORWARDBASE
+ #define UNITY_PASS_FORWARDBASE
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
+
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+
+
+ int _ObjectId;
+ int _PassValue;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS
+ half3 normalWS : TEXCOORD1;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = defaultVertexValue;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half3 normal : NORMAL;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.normal = v.normal;
+
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+
+
+ half Alpha = 1;
+ half AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return float4( _ObjectId, _PassValue, 1.0, 1.0 );
+ }
+ ENDCG
+ }
+
+
+ Pass
+ {
+
+ Name "ScenePickingPass"
+ Tags { "LightMode"="ScenePickingPass" }
+
+ ZWrite On
+
+ CGPROGRAM
+ #define ASE_GEOMETRY
+ #define ASE_FRAGMENT_NORMAL 0
+ #define ASE_RECEIVE_SHADOWS
+ #pragma multi_compile_instancing
+ #define ASE_FOG
+ #define ASE_VERSION 19905
+
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+
+ #pragma multi_compile_fwdbase
+ #ifndef UNITY_PASS_FORWARDBASE
+ #define UNITY_PASS_FORWARDBASE
+ #endif
+ #include "HLSLSupport.cginc"
+ #if defined( ASE_GEOMETRY ) || defined( ASE_IMPOSTOR )
+ #ifndef UNITY_INSTANCED_LOD_FADE
+ #define UNITY_INSTANCED_LOD_FADE
+ #endif
+ #ifndef UNITY_INSTANCED_SH
+ #define UNITY_INSTANCED_SH
+ #endif
+ #ifndef UNITY_INSTANCED_LIGHTMAPSTS
+ #define UNITY_INSTANCED_LIGHTMAPSTS
+ #endif
+ #endif
+ #include "UnityShaderVariables.cginc"
+ #include "UnityCG.cginc"
+ #include "Lighting.cginc"
+ #include "UnityPBSLighting.cginc"
+ #include "AutoLight.cginc"
+
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+
+
+ float4 _SelectionID;
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ half3 normal : NORMAL;
+ half4 tangent : TANGENT;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct v2f
+ {
+ float4 pos : SV_POSITION;
+ float4 worldPos : TEXCOORD0; // xyz = positionWS
+ half3 normalWS : TEXCOORD1;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+
+
+ v2f VertexFunction( appdata v )
+ {
+ UNITY_SETUP_INSTANCE_ID(v);
+ v2f o;
+ UNITY_INITIALIZE_OUTPUT(v2f,o);
+ UNITY_TRANSFER_INSTANCE_ID(v,o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = v.vertex.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+ float3 vertexValue = defaultVertexValue;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ v.vertex.xyz = vertexValue;
+ #else
+ v.vertex.xyz += vertexValue;
+ #endif
+ v.vertex.w = 1;
+ v.normal = v.normal;
+ v.tangent = v.tangent;
+
+ float3 positionWS = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ half3 normalWS = UnityObjectToWorldNormal( v.normal );
+
+ o.pos = UnityObjectToClipPos( v.vertex );
+ o.worldPos.xyz = positionWS;
+ o.normalWS = normalWS;
+ return o;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 vertex : INTERNALTESSPOS;
+ half3 normal : NORMAL;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( appdata v )
+ {
+ VertexControl o;
+ UNITY_SETUP_INSTANCE_ID(v);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ o.vertex = v.vertex;
+ o.normal = v.normal;
+
+ return o;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch v)
+ {
+ TessellationFactors o;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
+ return o;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ appdata o = (appdata) 0;
+ o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
+ o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
+
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
+ float phongStrength = _TessPhongStrength;
+ o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
+ return VertexFunction(o);
+ }
+ #else
+ v2f vert ( appdata v )
+ {
+ return VertexFunction( v );
+ }
+ #endif
+
+ half4 frag( v2f IN
+ #if defined( ASE_DEPTH_WRITE_ON )
+ , out float outputDepth : SV_Depth
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(IN);
+
+ #ifdef LOD_FADE_CROSSFADE
+ UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
+ #endif
+
+
+
+ half Alpha = 1;
+ half AlphaClipThreshold = 0.5;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = IN.pos.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip( Alpha - AlphaClipThreshold );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return _SelectionID;
+ }
+ ENDCG
+ }
+
+ }
+ CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
+
+ Fallback Off
}
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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;506;6765.377,59.35749;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ForwardAdd;0;2;ForwardAdd;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;True;4;1;False;;1;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;True;1;LightMode=ForwardAdd;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;6765.377,59.35749;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;Deferred;0;3;Deferred;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Deferred;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;509;6765.377,59.35749;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ShadowCaster;0;5;ShadowCaster;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;6765.377,59.35749;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=ForwardBase;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;508;6765.377,59.35749;Float;False;False;-1;2;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;Meta;0;4;Meta;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;510;6765.377,119.3575;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;511;6765.377,119.3575;Float;False;False;-1;3;AmplifyShaderEditor.MaterialInspector;0;1;New Amplify Shader;ed95fe726fd7b4644bb42f4d1ddd2bcd;True;ScenePickingPass;0;7;ScenePickingPass;0;False;True;0;1;False;;0;False;;0;1;False;;0;False;;True;0;False;;0;False;;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;False;True;3;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;DisableBatching=False=DisableBatching;True;3;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=ScenePickingPass;False;False;0;;0;0;Standard;0;False;0
WireConnection;105;0;502;0
WireConnection;157;0;105;0
WireConnection;483;1;363;0
@@ -19124,11 +17076,11 @@ WireConnection;142;4;121;0
WireConnection;501;11;500;0
WireConnection;505;0;340;0
WireConnection;505;1;501;0
-WireConnection;505;2;501;21
WireConnection;505;4;501;10
WireConnection;505;5;501;9
+WireConnection;505;2;501;21
WireConnection;505;7;497;3
WireConnection;505;8;503;0
WireConnection;505;15;142;0
ASEEND*/
-//CHKSM=5DDCDED537F906A078B8668BE934CEE2B43DE712
\ No newline at end of file
+//CHKSM=10134EB4590FF5BD7AAD82AA64EE507954D6A8B7
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta
index b0232f49..67867422 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn SSU.shader.meta
@@ -13,15 +13,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -29,3 +34,11 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout BuiltIn
+ SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader
index c7bb0cea..3b2a60db 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader
@@ -1,11 +1,10 @@
-// Made with Amplify Shader Editor v1.9.9.3
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_MainTex( "MainTex", 2D ) = "white" {}
_AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0.5
_NormalMap( "Normal Map", 2D ) = "bump" {}
@@ -24,6 +23,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
[Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
_SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
[Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
[Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
[KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
_PixelsPerUnit( "Pixels Per Unit", Float ) = 100
@@ -531,6 +531,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
+
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
@@ -538,9 +539,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
- [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
- [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
+ //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0
+
+ [ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0
+ [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
+ //[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
@@ -550,6 +553,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
//[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
+
+ //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
}
SubShader
@@ -558,6 +563,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
+
+
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
Cull Off
@@ -569,10 +576,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLINCLUDE
- #pragma target 4.5
+ #pragma target 3.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
+ #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
+ #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
+ #endif
+
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
@@ -696,19 +707,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
@@ -717,30 +730,39 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _FORWARD_PLUS
+ #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
+ #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SHADERPASS SHADERPASS_FORWARD
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
@@ -760,19 +782,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -886,8 +909,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
#pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
@@ -901,11 +924,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -913,25 +940,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ float4 lightmapUVOrVertexSH : TEXCOORD3;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- half4 fogFactorAndVertexLight : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
+ half4 fogFactorAndVertexLight : TEXCOORD4;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- float4 probeOcclusion : TEXCOORD8;
+ float2 dynamicLightmapUV : TEXCOORD5;
#endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
+ #if defined(USE_APV_PROBE_OCCLUSION)
+ float4 probeOcclusion : TEXCOORD6;
+ #endif
+ float4 ase_texcoord7 : TEXCOORD7;
+ float4 ase_texcoord8 : TEXCOORD8;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -941,9 +964,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -961,15 +981,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -980,6 +998,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ #ifdef _EMISSIONTOGGLE_ON
+ float4 _EmissionTint;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -989,20 +1010,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -1012,18 +1030,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -1032,15 +1052,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -1049,77 +1070,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- #ifdef _EMISSIONTOGGLE_ON
- float4 _EmissionTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -1134,14 +1149,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -1162,23 +1177,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -1187,7 +1205,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -1201,36 +1218,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -1240,123 +1251,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -1364,57 +1373,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -1434,11 +1447,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -1459,10 +1473,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -1481,6 +1499,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -1491,15 +1510,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -1509,15 +1523,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -1676,9 +1686,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -1687,20 +1699,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -1710,9 +1723,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -1745,15 +1759,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -1766,8 +1781,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -1779,20 +1798,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -1804,17 +1822,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -1906,12 +1925,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
sampler2D _StrongTintMask;
#endif
sampler2D _NormalMap;
- #ifdef _EMISSIONTOGGLE_ON
- sampler2D _EmissionMap;
- #endif
#ifdef _METALLICMAPTOGGLE_ON
sampler2D _MetallicMap;
#endif
+ #ifdef _EMISSIONTOGGLE_ON
+ sampler2D _EmissionMap;
+ #endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
@@ -1933,7 +1952,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -1943,7 +1962,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2031,7 +2050,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2041,7 +2060,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2051,7 +2070,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2071,7 +2090,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2096,7 +2115,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2106,7 +2125,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2116,7 +2135,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2135,7 +2154,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -2148,7 +2167,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2158,7 +2177,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2168,7 +2187,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2178,215 +2197,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2406,7 +2217,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -2468,65 +2487,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -2534,49 +2553,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -2596,12 +2615,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord9.xy = input.texcoord.xy;
- output.ase_texcoord10 = input.positionOS;
+ output.ase_texcoord7.xy = input.texcoord.xy;
+ output.ase_texcoord8 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord9.zw = 0;
+ output.ase_texcoord7.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -2622,25 +2641,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
- output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
- output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
- output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
-
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
- #else
- OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
- #endif
+ OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
-
- OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
-
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
- output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
+ OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
@@ -2653,12 +2658,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ output.tangentWS.zw = input.texcoord.xy;
+ output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
return output;
}
@@ -2666,11 +2674,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -2691,8 +2703,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.texcoord = input.texcoord;
- output.texcoord1 = input.texcoord1;
- output.texcoord2 = input.texcoord2;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = input.texcoord1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = input.texcoord2;
+ #endif
output.ase_color = input.ase_color;
return output;
}
@@ -2734,8 +2750,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ #endif
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -2755,60 +2775,64 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
half4 frag ( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
+ #if defined( ASE_DEPTH_WRITE_ON )
,out float outputDepth : ASE_SV_DEPTH
#endif
#ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
+ , out uint outRenderingLayers : SV_Target1
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ #if defined( _SURFACE_TYPE_TRANSPARENT )
+ const bool isTransparent = true;
+ #else
+ const bool isTransparent = false;
+ #endif
+
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
#else
- float3 WorldNormal = normalize( input.tSpace0.xyz );
- float3 WorldTangent = input.tSpace1.xyz;
- float3 WorldBiTangent = input.tSpace2.xyz;
+ float4 shadowCoord = float4(0, 0, 0, 0);
#endif
- float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
- float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
+ // @diogo: mikktspace compliant
+ float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ float3 TangentWS = input.tangentWS.xyz * renormFactor;
+ float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
+ float3 NormalWS = input.normalWS * renormFactor;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
#endif
- WorldViewDirection = SafeNormalize( WorldViewDirection );
-
- float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
+ float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -2867,31 +2891,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -2920,37 +2944,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -2977,132 +3001,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -3127,19 +3163,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -3230,862 +3266,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -4101,49 +4155,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
- float2 temp_output_11_0_g11915 = finalUV146;
- float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
- unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) );
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity );
+ unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) );
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 );
+ float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic );
+ #else
+ float staticSwitch23_g11942 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r );
+ #else
+ float staticSwitch22_g11942 = _Smoothness;
+ #endif
#ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
- float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 );
+ float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b));
+ float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a );
#else
- float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
- float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
- #else
- float staticSwitch22_g11915 = _Smoothness;
+ float3 staticSwitch13_g11942 = float3( 0, 0, 0 );
#endif
float3 BaseColor = temp_output_340_0.rgb;
- float3 Normal = unpack3_g11915;
- float3 Emission = staticSwitch13_g11915;
+ float3 Normal = unpack3_g11942;
float3 Specular = 0.5;
- float Metallic = staticSwitch23_g11915;
- float Smoothness = staticSwitch22_g11915;
+ float Metallic = staticSwitch23_g11942;
+ float Smoothness = staticSwitch22_g11942;
float Occlusion = 1;
+ float3 Emission = staticSwitch13_g11942;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = _AlphaClip;
@@ -4153,8 +4207,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float3 Transmission = 1;
float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = ClipPos.z;
#endif
#ifdef _CLEARCOAT
@@ -4162,18 +4216,24 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float CoatSmoothness = 0;
#endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
+ ShadowCoord = TransformWorldToShadowCoord( PositionWS );
#endif
InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.positionCS = input.positionCS;
- inputData.viewDirectionWS = WorldViewDirection;
+ inputData.positionWS = PositionWS;
+ inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
+ inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
+ inputData.viewDirectionWS = ViewDirWS;
+ inputData.shadowCoord = ShadowCoord;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
+ inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
@@ -4181,15 +4241,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
- inputData.normalWS = WorldNormal;
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = ShadowCoords;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
+ inputData.normalWS = NormalWS;
#endif
#ifdef ASE_FOG
@@ -4199,13 +4251,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = input.lightmapUVOrVertexSH.xyz;
#endif
- #if defined(DYNAMICLIGHTMAP_ON)
+ #if defined(_SCREEN_SPACE_IRRADIANCE)
+ inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy);
+ #elif defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
@@ -4224,8 +4278,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
inputData.bakedGI = BakedGI;
#endif
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
-
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
@@ -4257,11 +4309,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
#endif
- #ifdef _DBUFFER
+ #if defined(_DBUFFER)
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
#endif
- #ifdef _ASE_LIGHTING_SIMPLE
+ #ifdef ASE_LIGHTING_SIMPLE
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
#else
half4 color = UniversalFragmentPBR( inputData, surfaceData);
@@ -4282,10 +4334,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#if defined(_ADDITIONAL_LIGHTS)
uint meshRenderingLayers = GetMeshRenderingLayer();
uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
+ #if USE_CLUSTER_LIGHT_LOOP
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
#ifdef _LIGHT_LAYERS
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
@@ -4331,10 +4383,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#if defined(_ADDITIONAL_LIGHTS)
uint meshRenderingLayers = GetMeshRenderingLayer();
uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
+ #if USE_CLUSTER_LIGHT_LOOP
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
#ifdef _LIGHT_LAYERS
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
@@ -4360,7 +4412,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef ASE_REFRACTION
float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
+ float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
color.rgb = lerp( refraction, color.rgb, color.a );
@@ -4379,16 +4431,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
#endif
#ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
+ outRenderingLayers = EncodeMeshRenderingLayer();
#endif
- return color;
+ #if defined( ASE_OPAQUE_KEEP_ALPHA )
+ return half4( color.rgb, color.a );
+ #else
+ return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
+ #endif
}
ENDHLSL
}
@@ -4407,7 +4462,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
@@ -4415,8 +4471,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
@@ -4424,8 +4480,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SHADERPASS SHADERPASS_SHADOWCASTER
@@ -4450,12 +4510,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -4582,7 +4643,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -4591,13 +4653,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -4607,9 +4665,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -4627,15 +4682,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -4646,6 +4699,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -4655,20 +4709,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -4678,18 +4729,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -4698,15 +4751,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -4715,75 +4769,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -4798,14 +4848,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -4826,23 +4876,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -4851,7 +4904,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -4865,36 +4917,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -4904,123 +4950,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -5028,57 +5072,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -5098,11 +5146,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -5123,10 +5172,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -5145,6 +5198,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -5155,15 +5209,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -5173,15 +5222,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -5340,9 +5385,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -5351,20 +5398,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -5374,9 +5422,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -5409,15 +5458,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -5430,8 +5480,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -5443,20 +5497,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -5468,17 +5521,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -5571,6 +5625,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
+ float3 _LightDirection;
+ float3 _LightPosition;
+
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
@@ -5590,7 +5647,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5600,7 +5657,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5688,7 +5745,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5698,7 +5755,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5708,7 +5765,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5728,7 +5785,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5753,7 +5810,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5763,7 +5820,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5773,7 +5830,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5792,7 +5849,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -5805,7 +5862,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5815,7 +5872,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5825,7 +5882,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -5835,215 +5892,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -6063,7 +5912,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -6073,9 +6130,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
-
- float3 _LightDirection;
- float3 _LightPosition;
PackedVaryings VertexFunction( Attributes input )
{
@@ -6128,65 +6182,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -6194,49 +6248,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -6256,12 +6310,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.positionOS;
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
+ output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -6277,6 +6331,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
@@ -6292,15 +6347,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
//code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
positionCS = ApplyShadowClamping(positionCS);
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
output.positionCS = positionCS;
- output.clipPosV = positionCS;
output.positionWS = positionWS;
return output;
}
@@ -6309,7 +6356,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
@@ -6329,6 +6377,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
@@ -6369,6 +6418,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
@@ -6389,7 +6439,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
half4 frag( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
+ #if defined( ASE_DEPTH_WRITE_ON )
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
@@ -6397,31 +6447,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_SETUP_INSTANCE_ID( input );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float3 WorldPosition = input.positionWS;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
-
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
#endif
- float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -6480,31 +6528,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -6533,37 +6581,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -6590,132 +6638,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -6740,19 +6800,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -6843,862 +6903,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -7714,29 +7792,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = _AlphaClip;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
#endif
- #ifdef _ALPHATEST_SHADOW_ON
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThresholdShadow);
+ #if defined( _ALPHATEST_ON )
+ #if defined( _ALPHATEST_SHADOW_ON )
+ AlphaDiscard( Alpha, AlphaClipThresholdShadow );
#else
- clip(Alpha - AlphaClipThreshold);
+ AlphaDiscard( Alpha, AlphaClipThreshold );
#endif
#endif
@@ -7744,8 +7822,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
LODFadeCrossFade( input.positionCS );
#endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
#endif
return 0;
@@ -7766,7 +7844,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
@@ -7774,15 +7853,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SHADERPASS SHADERPASS_DEPTHONLY
@@ -7796,6 +7879,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
@@ -7806,12 +7890,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -7938,7 +8023,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -7947,13 +8033,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -7963,9 +8045,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -7983,15 +8062,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -8002,6 +8079,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -8011,20 +8089,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -8034,18 +8109,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -8054,15 +8131,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -8071,75 +8149,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -8154,14 +8228,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -8182,23 +8256,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -8207,7 +8284,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -8221,36 +8297,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -8260,123 +8330,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -8384,57 +8452,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -8454,11 +8526,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -8479,10 +8552,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -8501,6 +8578,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -8511,15 +8589,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -8529,15 +8602,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -8696,9 +8765,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -8707,20 +8778,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -8730,9 +8802,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -8765,15 +8838,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -8786,8 +8860,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -8799,20 +8877,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -8824,17 +8901,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -8946,7 +9024,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -8956,7 +9034,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9044,7 +9122,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9054,7 +9132,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9064,7 +9142,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9084,7 +9162,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9109,7 +9187,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9119,7 +9197,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9129,7 +9207,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9148,7 +9226,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -9161,7 +9239,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9171,7 +9249,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9181,7 +9259,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9191,215 +9269,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9419,7 +9289,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -9481,65 +9559,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -9547,49 +9625,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -9609,12 +9687,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.positionOS;
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
+ output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -9631,15 +9709,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
@@ -9648,7 +9722,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
@@ -9668,6 +9743,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
@@ -9708,6 +9784,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
@@ -9728,7 +9805,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
half4 frag( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
+ #if defined( ASE_DEPTH_WRITE_ON )
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
@@ -9736,31 +9813,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float3 WorldPosition = input.positionWS;
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
-
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
#endif
- float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -9819,31 +9894,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -9872,37 +9947,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -9929,132 +10004,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -10079,19 +10166,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -10182,862 +10269,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -11053,33 +11158,33 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
#endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
#endif
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
#endif
return 0;
@@ -11097,22 +11202,27 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Cull Off
HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma shader_feature EDITOR_VISUALIZATION
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SHADERPASS SHADERPASS_META
@@ -11138,6 +11248,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -11257,8 +11368,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 texcoord0 : TEXCOORD0;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
@@ -11268,19 +11380,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
+ float3 positionWS : TEXCOORD0;
#ifdef EDITOR_VISUALIZATION
- float4 VizUV : TEXCOORD2;
- float4 LightCoord : TEXCOORD3;
+ float4 VizUV : TEXCOORD1;
+ float4 LightCoord : TEXCOORD2;
#endif
+ float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -11290,9 +11397,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -11310,15 +11414,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -11329,6 +11431,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ #ifdef _EMISSIONTOGGLE_ON
+ float4 _EmissionTint;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -11338,20 +11443,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -11361,18 +11463,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -11381,15 +11485,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -11398,77 +11503,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- #ifdef _EMISSIONTOGGLE_ON
- float4 _EmissionTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -11483,14 +11582,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -11511,23 +11610,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -11536,7 +11638,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -11550,36 +11651,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -11589,123 +11684,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -11713,57 +11806,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -11783,11 +11880,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -11808,10 +11906,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -11830,6 +11932,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -11840,15 +11943,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -11858,15 +11956,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -12025,9 +12119,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -12036,20 +12132,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -12059,9 +12156,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -12094,15 +12192,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -12115,8 +12214,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -12128,20 +12231,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -12153,17 +12255,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -12278,7 +12381,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12288,7 +12391,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12376,7 +12479,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12386,7 +12489,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12396,7 +12499,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12416,7 +12519,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12441,7 +12544,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12451,7 +12554,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12461,7 +12564,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12480,7 +12583,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -12493,7 +12596,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12503,7 +12606,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12513,7 +12616,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12523,215 +12626,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12751,7 +12646,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -12770,7 +12873,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
@@ -12813,115 +12916,115 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -12941,14 +13044,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord5 = screenPos;
+ output.ase_texcoord4 = screenPos;
- output.ase_texcoord4.xy = input.texcoord0.xy;
- output.ase_texcoord6 = input.positionOS;
+ output.ase_texcoord3.xy = input.texcoord.xy;
+ output.ase_texcoord5 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord4.zw = 0;
+ output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -12965,30 +13068,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
input.normalOS = input.normalOS;
-
- float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- output.positionWS = positionWS;
- #endif
-
- output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
+ input.tangentOS = input.tangentOS;
#ifdef EDITOR_VISUALIZATION
float2 VizUV = 0;
float4 LightCoord = 0;
- UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
+ UnityEditorVizData(input.positionOS.xyz, input.texcoord.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
output.VizUV = float4(VizUV, 0, 0);
output.LightCoord = LightCoord;
#endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = output.positionCS;
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
+ output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
+ output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
return output;
}
@@ -12996,8 +13087,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 texcoord0 : TEXCOORD0;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
@@ -13018,7 +13110,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
- output.texcoord0 = input.texcoord0;
+ output.tangentOS = input.tangentOS;
+ output.texcoord = input.texcoord;
output.texcoord1 = input.texcoord1;
output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
@@ -13060,7 +13153,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
@@ -13086,22 +13180,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
#endif
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float2 texCoord363 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = input.ase_texcoord5;
+ float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = input.ase_texcoord4;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
@@ -13112,7 +13202,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -13171,31 +13261,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -13224,37 +13314,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord5.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -13281,132 +13371,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -13431,19 +13533,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -13534,862 +13636,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -14405,33 +14525,33 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
#ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float2 temp_output_11_0_g11915 = finalUV146;
- float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
- float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 );
+ float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b));
+ float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a );
#else
- float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
+ float3 staticSwitch13_g11942 = float3( 0, 0, 0 );
#endif
float3 BaseColor = temp_output_340_0.rgb;
- float3 Emission = staticSwitch13_g11915;
+ float3 Emission = staticSwitch13_g11942;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
#endif
MetaInput metaInput = (MetaInput)0;
@@ -14462,21 +14582,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SHADERPASS SHADERPASS_2D
@@ -14501,6 +14626,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -14619,7 +14745,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -14628,15 +14755,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -14646,9 +14768,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -14666,15 +14785,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -14685,6 +14802,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -14694,20 +14812,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -14717,18 +14832,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -14737,15 +14854,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -14754,75 +14872,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -14837,14 +14951,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -14865,23 +14979,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -14890,7 +15007,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -14904,36 +15020,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -14943,123 +15053,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -15067,57 +15175,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -15137,11 +15249,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -15162,10 +15275,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -15184,6 +15301,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -15194,15 +15312,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -15212,15 +15325,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -15379,9 +15488,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -15390,20 +15501,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -15413,9 +15525,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -15448,15 +15561,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -15469,8 +15583,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -15482,20 +15600,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -15507,17 +15624,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -15629,7 +15747,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15639,7 +15757,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15727,7 +15845,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15737,7 +15855,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15747,7 +15865,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15767,7 +15885,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15792,7 +15910,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15802,7 +15920,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15812,7 +15930,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15831,7 +15949,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -15844,7 +15962,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15854,7 +15972,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15864,7 +15982,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -15874,215 +15992,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -16102,7 +16012,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -16164,65 +16282,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -16230,49 +16348,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -16292,14 +16410,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord3 = screenPos;
+ output.ase_texcoord2 = screenPos;
- output.ase_texcoord2.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.positionOS;
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord3 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord2.zw = 0;
+ output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -16315,3355 +16433,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
input.positionOS.xyz += vertexValue;
#endif
- input.normalOS = input.normalOS;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- output.positionWS = vertexInput.positionWS;
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
- output.positionCS = vertexInput.positionCS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert ( Attributes input )
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction (InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf = FixedTess( tessValue );
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
- #endif
- output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
- return output;
- }
-
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes) 0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i < 3; ++i)
- pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
- return VertexFunction(output);
- }
- #else
- PackedVaryings vert ( Attributes input )
- {
- return VertexFunction( input );
- }
- #endif
-
- half4 frag(PackedVaryings input ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID( input );
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
- #endif
-
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
-
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
- #endif
-
- float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = input.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2( 0,0 );
- float2 break8_g11668 = float2( 1,1 );
- float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
- #endif
- float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
- float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
- float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
- float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
- float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
- float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
- float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
- float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
- float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
- float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
- float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
- float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
- float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
- #endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
- float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
- float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
- float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
- float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
- float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
- #else
- float2 staticSwitch169_g11782 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
- #else
- float2 staticSwitch157_g11810 = float2( 0,0 );
- #endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
- float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
- #endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
-#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
-
- float3 BaseColor = temp_output_340_0.rgb;
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
-
- half4 color = half4(BaseColor, Alpha );
-
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
-
- return color;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "DepthNormals"
- Tags { "LightMode"="DepthNormals" }
-
- ZWrite On
- Blend One Zero
- ZTest LEqual
- ZWrite On
-
- HLSLPROGRAM
-
- #pragma multi_compile _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
- //#define SHADERPASS SHADERPASS_DEPTHNORMALS
-
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float4 tangentWS : TEXCOORD3;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD4;
- #endif
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPYellowTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- float2 _FrozenHighlightDistortionScale;
- float2 _FrozenHighlightDistortionSpeed;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameNoiseScale;
- float2 _FlameSpeed;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- float2 _TextureLayer1Offset;
- float2 _TextureLayer1ScrollSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnEdgeNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortTo;
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
- float2 _DirectionalDistortionDistortionScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchDistortion;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Metallic;
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- float _HalftoneFade;
- float _HalftoneTiling;
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- #endif
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- float _TextureLayer1Fade;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- float _RainbowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _Smoothness;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _AlphaClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- sampler2D _NormalMap;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
- {
- original -= center;
- float C = cos( angle );
- float S = sin( angle );
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
- return mul( finalMatrix, original ) + center;
- }
-
- float MyCustomExpression16_g11724( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671( float x )
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x/2.0)-0.5);
-
- float k = 0.5+0.5*sin(i);
- return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
- }
-
- float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
- float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
- float snoise( float2 v )
- {
- const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
- float2 i = floor( v + dot( v, C.yy ) );
- float2 x0 = v - i + dot( i, C.xx );
- float2 i1;
- i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289( i );
- float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
- float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac( p * C.www ) - 1.0;
- float3 h = abs( x ) - 0.5;
- float3 ox = floor( x + 0.5 );
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot( m, g );
- }
-
- float MyCustomExpression16_g11673( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0,1.0) / size;
- uvs -= pixel * float2(0.5,0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
- float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
- float d = q.x - min( q.w, q.y );
- float e = 1.0e-10;
- return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB( float3 c )
- {
- float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
- float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
- return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
- }
-
- float MyCustomExpression16_g11800( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction( Attributes input )
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0,0);
- float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
- float4 screenPos = ComputeScreenPos( ase_positionCS );
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2( 0,0 );
- float2 break8_g11668 = float2( 1,1 );
- float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
-#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
-#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
- #endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
-#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
- #else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
-#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord5.xy = input.ase_texcoord.xy;
- output.ase_texcoord6 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord5.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3( staticSwitch142 , 0.0 );
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
input.normalOS = input.normalOS;
input.tangentOS = input.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- float3 normalWS = TransformObjectToWorldNormal( input.normalOS );
- float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w );
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
- output.normalWS = normalWS;
- output.tangentWS = tangentWS;
return output;
}
@@ -19671,8 +16447,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
@@ -19753,36 +16529,24 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
}
#endif
- void frag( PackedVaryings input
- , out half4 outNormalWS : SV_Target0
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
+ half4 frag(PackedVaryings input ) : SV_Target
{
- UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_INSTANCE_ID( input );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float3 WorldNormal = input.normalWS;
- float4 WorldTangent = input.tangentWS;
- float3 WorldPosition = input.positionWS;
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
-
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #endif
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
#endif
- float2 texCoord363 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = input.ase_texcoord2;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
@@ -19792,7 +16556,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -19851,31 +16615,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -19904,37 +16668,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord3.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -19961,132 +16725,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -20111,27 +16887,23 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
float2 finalUV146 = staticSwitch427;
- float2 temp_output_11_0_g11915 = finalUV146;
- float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
- unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) );
-
float2 temp_output_1_0_g11744 = finalUV146;
#ifdef _ENABLESMOOTHPIXELART_ON
sampler2D tex3_g11745 = _MainTex;
@@ -20218,862 +16990,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -21089,62 +17879,27 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
- float3 Normal = unpack3_g11915;
+ float3 BaseColor = temp_output_340_0.rgb;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
+ half4 color = half4(BaseColor, Alpha );
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
#endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- #if defined(_GBUFFER_NORMALS_OCT)
- float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
- float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
- half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
- outNormalWS = half4(packedNormalWS, 0.0);
- #else
- #if defined(_NORMALMAP)
- #if _NORMAL_DROPOFF_TS
- float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
- float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
- #elif _NORMAL_DROPOFF_OS
- float3 normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- float3 normalWS = Normal;
- #endif
- #else
- float3 normalWS = WorldNormal;
- #endif
- outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
- #endif
-
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
+ return color;
}
ENDHLSL
}
@@ -21153,60 +17908,45 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Pass
{
- Name "GBuffer"
- Tags { "LightMode"="UniversalGBuffer" }
+ Name "DepthNormals"
+ Tags { "LightMode"="DepthNormals" }
- Blend One Zero, One Zero
ZWrite On
+ Blend One Zero
ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
+ ZWrite On
HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
-
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
-
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
- #define SHADERPASS SHADERPASS_GBUFFER
+ #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+ //#define SHADERPASS SHADERPASS_DEPTHNORMALS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
@@ -21215,29 +17955,28 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
#define ASE_NEEDS_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -21255,6 +17994,25 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
@@ -21268,8 +18026,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
@@ -21281,8 +18037,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
@@ -21308,21 +18062,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
@@ -21351,8 +18090,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
@@ -21366,11 +18103,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ half4 texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
@@ -21378,25 +18113,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- half4 fogFactorAndVertexLight : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- float4 probeOcclusion : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -21406,9 +18127,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -21426,15 +18144,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -21445,6 +18161,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -21454,20 +18171,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -21477,18 +18191,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -21497,15 +18213,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -21514,77 +18231,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- #ifdef _EMISSIONTOGGLE_ON
- float4 _EmissionTint;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -21599,14 +18310,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -21627,23 +18338,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -21652,7 +18366,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -21666,36 +18379,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -21705,123 +18412,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -21829,57 +18534,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -21899,11 +18608,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -21924,10 +18634,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -21946,6 +18660,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -21956,15 +18671,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -21974,15 +18684,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -22141,9 +18847,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -22152,20 +18860,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -22175,9 +18884,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -22210,15 +18920,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -22231,8 +18942,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -22244,20 +18959,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -22269,17 +18983,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -22319,6 +19034,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
sampler2D _FadingMask;
#endif
sampler2D _UberNoiseTexture;
+ sampler2D _NormalMap;
#ifdef _ENABLEWIND_ON
float WindMinIntensity;
float WindMaxIntensity;
@@ -22370,17 +19086,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESTRONGTINT_ON
sampler2D _StrongTintMask;
#endif
- sampler2D _NormalMap;
- #ifdef _EMISSIONTOGGLE_ON
- sampler2D _EmissionMap;
- #endif
- #ifdef _METALLICMAPTOGGLE_ON
- sampler2D _MetallicMap;
- #endif
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
-
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
@@ -22400,7 +19107,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22410,7 +19117,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22498,7 +19205,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22508,7 +19215,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22518,7 +19225,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22538,7 +19245,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22563,7 +19270,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22573,7 +19280,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22583,7 +19290,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22602,7 +19309,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -22615,7 +19322,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22625,7 +19332,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22635,7 +19342,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22645,215 +19352,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22873,7 +19372,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -22935,65 +19642,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -23001,49 +19708,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -23063,12 +19770,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord9.xy = input.texcoord.xy;
- output.ase_texcoord10 = input.positionOS;
+ output.ase_texcoord3.xy = input.texcoord.xy;
+ output.ase_texcoord4 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord9.zw = 0;
+ output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
@@ -23089,42 +19796,15 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
- output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
- output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
- output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
-
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
- #endif
-
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
- #endif
-
- OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion );
-
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
- output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
-
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- output.fogFactorAndVertexLight = 0;
- #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
- // @diogo: no fog applied in GBuffer
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
- output.fogFactorAndVertexLight.yzw = vertexLight;
- #endif
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord( vertexInput );
- #endif
-
output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ output.tangentWS.zw = input.texcoord.xy;
+ output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
return output;
}
@@ -23132,11 +19812,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -23157,8 +19835,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
output.texcoord = input.texcoord;
- output.texcoord1 = input.texcoord1;
- output.texcoord2 = input.texcoord2;
output.ase_color = input.ase_color;
return output;
}
@@ -23200,8 +19876,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
@@ -23220,60 +19894,55 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
}
#endif
- FragmentOutput frag ( PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- )
+ void frag( PackedVaryings input
+ , out half4 outNormalWS : SV_Target0
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ #ifdef _WRITE_RENDERING_LAYERS
+ , out uint outRenderingLayers : SV_Target1
+ #endif
+ )
{
UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade( input.positionCS );
- #endif
-
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
#else
- float3 WorldNormal = normalize( input.tSpace0.xyz );
- float3 WorldTangent = input.tSpace1.xyz;
- float3 WorldBiTangent = input.tSpace2.xyz;
+ float4 shadowCoord = float4(0, 0, 0, 0);
#endif
- float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w);
- float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition );
- float4 ShadowCoords = float4( 0, 0, 0, 0 );
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos( input.clipPosV );
+ // @diogo: mikktspace compliant
+ float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ float3 TangentWS = input.tangentWS.xyz * renormFactor;
+ float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
+ float3 NormalWS = input.normalWS * renormFactor;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
- #else
- ShadowCoords = float4(0, 0, 0, 0);
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
#endif
- WorldViewDirection = SafeNormalize( WorldViewDirection );
-
- float2 texCoord363 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
+ float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -23332,31 +20001,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -23385,37 +20054,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -23442,132 +20111,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + WorldPosition.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -23592,19 +20273,3537 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity );
+ unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) );
+
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ float3 Normal = unpack3_g11942;
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #if defined(_GBUFFER_NORMALS_OCT)
+ float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
+ float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
+ half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
+ outNormalWS = half4(packedNormalWS, 0.0);
+ #else
+ #if defined(_NORMALMAP)
+ #if _NORMAL_DROPOFF_TS
+ float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
+ #elif _NORMAL_DROPOFF_OS
+ float3 normalWS = TransformObjectToWorldNormal(Normal);
+ #elif _NORMAL_DROPOFF_WS
+ float3 normalWS = Normal;
+ #endif
+ #else
+ float3 normalWS = NormalWS;
+ #endif
+ outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
+ #endif
+
+ #ifdef _WRITE_RENDERING_LAYERS
+ outRenderingLayers = EncodeMeshRenderingLayer();
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "GBuffer"
+ Tags { "LightMode"="UniversalGBuffer" }
+
+ Blend One Zero, One Zero
+ ZWrite On
+ ZTest LEqual
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma multi_compile_instancing
+ #pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
+
+
+ // Deferred Rendering Path does not support the OpenGL-based graphics API:
+ // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
+ #pragma exclude_renderers glcore gles3
+
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+ #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
+ #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
+
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
+ #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
+ #pragma multi_compile _ DYNAMICLIGHTMAP_ON
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
+
+ #define SHADERPASS SHADERPASS_GBUFFER
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ float4 lightmapUVOrVertexSH : TEXCOORD3;
+ #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+ half4 fogFactorAndVertexLight : TEXCOORD4;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON)
+ float2 dynamicLightmapUV : TEXCOORD5;
+ #endif
+ #if defined(USE_APV_PROBE_OCCLUSION)
+ float4 probeOcclusion : TEXCOORD6;
+ #endif
+ float4 ase_texcoord7 : TEXCOORD7;
+ float4 ase_texcoord8 : TEXCOORD8;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _EMISSIONTOGGLE_ON
+ float4 _EmissionTint;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPBlueTint;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPYellowTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ float4 _FrozenTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightDistortion;
+ float2 _FrozenHighlightDistortionScale;
+ float2 _FrozenHighlightDistortionSpeed;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ float2 _TextureLayer1Offset;
+ float2 _TextureLayer1ScrollSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnEdgeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchDistortion;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowDensity;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ float _ShiftingBrightness;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ #endif
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ float _TextureLayer1Fade;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ float _SineGlowFade;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameSmooth;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ float _InkSpreadContrast;
+ #endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
+ float _SplitToningFade;
+ #endif
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Hue;
+ float _AddHueContrast;
+ float _AlphaClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+ sampler2D _NormalMap;
+ #ifdef _METALLICMAPTOGGLE_ON
+ sampler2D _MetallicMap;
+ #endif
+ #ifdef _EMISSIONTOGGLE_ON
+ sampler2D _EmissionMap;
+ #endif
+
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord7.xy = input.texcoord.xy;
+ output.ase_texcoord8 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord7.zw = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
+
+ OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
+ #if defined(DYNAMICLIGHTMAP_ON)
+ output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+ OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
+
+ #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+ output.fogFactorAndVertexLight = 0;
+ #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
+ // @diogo: no fog applied in GBuffer
+ #endif
+ #ifdef _ADDITIONAL_LIGHTS_VERTEX
+ half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
+ output.fogFactorAndVertexLight.yzw = vertexLight;
+ #endif
+ #endif
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ output.tangentWS.zw = input.texcoord.xy;
+ output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.texcoord = input.texcoord;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = input.texcoord1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = input.texcoord2;
+ #endif
+ output.ase_color = input.ase_color;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ #endif
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ GBufferFragOutput frag ( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ // @diogo: mikktspace compliant
+ float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ float3 TangentWS = input.tangentWS.xyz * renormFactor;
+ float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
+ float3 NormalWS = input.normalWS * renormFactor;
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -23695,862 +23894,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x , WorldPosition.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + WorldPosition.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -24566,49 +24783,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
- float2 temp_output_11_0_g11915 = finalUV146;
- float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity );
- unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) );
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity );
+ unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) );
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 );
+ float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic );
+ #else
+ float staticSwitch23_g11942 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r );
+ #else
+ float staticSwitch22_g11942 = _Smoothness;
+ #endif
#ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 );
- float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a );
+ float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 );
+ float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b));
+ float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a );
#else
- float3 staticSwitch13_g11915 = float3( 0, 0, 0 );
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 );
- float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic );
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
-
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r );
- #else
- float staticSwitch22_g11915 = _Smoothness;
+ float3 staticSwitch13_g11942 = float3( 0, 0, 0 );
#endif
float3 BaseColor = temp_output_340_0.rgb;
- float3 Normal = unpack3_g11915;
- float3 Emission = staticSwitch13_g11915;
+ float3 Normal = unpack3_g11942;
float3 Specular = 0.5;
- float Metallic = staticSwitch23_g11915;
- float Smoothness = staticSwitch22_g11915;
+ float Metallic = staticSwitch23_g11942;
+ float Smoothness = staticSwitch22_g11942;
float Occlusion = 1;
+ float3 Emission = staticSwitch13_g11942;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = _AlphaClip;
@@ -24618,33 +24835,38 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float3 Transmission = 1;
float3 Translucency = 1;
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = ClipPos.z;
#endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
+ ShadowCoord = TransformWorldToShadowCoord( PositionWS );
#endif
InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.positionCS = input.positionCS;
- inputData.shadowCoord = ShadowCoords;
+ inputData.positionWS = PositionWS;
+ inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
+ inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
+ inputData.shadowCoord = ShadowCoord;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
- inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
+ inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
#else
- inputData.normalWS = WorldNormal;
+ inputData.normalWS = NormalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
+ inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
#ifdef ASE_FOG
// @diogo: no fog applied in GBuffer
@@ -24653,22 +24875,25 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = input.lightmapUVOrVertexSH.xyz;
#endif
- #if defined(DYNAMICLIGHTMAP_ON)
+ #if defined(_SCREEN_SPACE_IRRADIANCE)
+ inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy);
+ #elif defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
+ inputData.bakedGI = SAMPLE_GI(SH,
+ GetAbsolutePositionWS(inputData.positionWS),
inputData.normalWS,
inputData.viewDirectionWS,
input.positionCS.xy,
input.probeOcclusion,
- inputData.shadowMask );
+ inputData.shadowMask);
#else
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
@@ -24678,8 +24903,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
inputData.bakedGI = BakedGI;
#endif
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
-
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
@@ -24705,24 +24928,27 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
BRDFData brdfData;
- InitializeBRDFData
- (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
+ InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
half4 color;
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
+
+ color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0,
+ inputData.bakedGI, Occlusion, inputData.positionWS,
+ inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
+
color.a = Alpha;
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
#endif
- return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
+ return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
}
ENDHLSL
@@ -24740,20 +24966,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SCENESELECTIONPASS 1
@@ -24778,9 +25010,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -24896,10 +25132,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -24907,11 +25152,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -24921,9 +25165,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -24941,15 +25182,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -24960,6 +25199,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -24969,20 +25209,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -24992,18 +25229,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -25012,15 +25251,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -25029,75 +25269,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -25112,14 +25348,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -25140,23 +25376,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -25165,7 +25404,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -25179,36 +25417,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -25218,123 +25450,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -25342,57 +25572,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -25412,11 +25646,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -25437,10 +25672,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -25459,6 +25698,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -25469,15 +25709,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -25487,15 +25722,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -25654,9 +25885,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -25665,20 +25898,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -25688,9 +25922,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -25723,15 +25958,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -25744,8 +25980,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -25757,20 +25997,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -25782,17 +26021,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -25904,7 +26144,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -25914,7 +26154,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26002,7 +26242,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26012,7 +26252,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26022,7 +26262,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26042,7 +26282,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26067,7 +26307,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26077,7 +26317,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26087,7 +26327,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26106,7 +26346,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -26119,7 +26359,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26129,7 +26369,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26139,7 +26379,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26149,215 +26389,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26377,7 +26409,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -26447,65 +26687,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -26513,49 +26753,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -26575,16 +26815,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord1 = screenPos;
- output.ase_texcoord2.xyz = ase_positionWS;
-
- output.ase_texcoord.xy = input.ase_texcoord.xy;
- output.ase_texcoord3 = input.positionOS;
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord.zw = 0;
- output.ase_texcoord2.w = 0;
+ output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -26602,10 +26838,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
input.normalOS = input.normalOS;
- float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
-
- output.positionCS = TransformWorldToHClip(positionWS);
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
return output;
}
@@ -26613,7 +26849,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
@@ -26633,6 +26870,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
@@ -26673,6 +26911,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
@@ -26692,24 +26931,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
}
#endif
- half4 frag(PackedVaryings input ) : SV_Target
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = input.ase_texcoord1;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
- float3 ase_positionWS = input.ase_texcoord2.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -26768,31 +27012,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -26821,37 +27065,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -26878,132 +27122,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -27028,19 +27284,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -27131,862 +27387,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -28002,36 +28276,32 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
surfaceDescription.Alpha = temp_output_340_0.a;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
#endif
- half4 outColor = 0;
-
- #ifdef SCENESELECTIONPASS
- outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- #elif defined(SCENEPICKINGPASS)
- outColor = _SelectionID;
+ #ifdef _ALPHATEST_ON
+ clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
- return outColor;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return half4( _ObjectId, _PassValue, 1.0, 1.0 );
}
ENDHLSL
@@ -28048,20 +28318,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
#define SCENEPICKINGPASS 1
@@ -28086,9 +28362,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -28204,10 +28484,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
struct Attributes
{
float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -28215,11 +28504,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct PackedVaryings
{
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -28229,9 +28517,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -28249,15 +28534,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -28268,6 +28551,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -28277,20 +28561,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -28300,18 +28581,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -28320,15 +28603,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -28337,75 +28621,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -28420,14 +28700,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -28448,23 +28728,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -28473,7 +28756,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -28487,36 +28769,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -28526,123 +28802,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -28650,57 +28924,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -28720,11 +28998,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -28745,10 +29024,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -28767,6 +29050,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -28777,15 +29061,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -28795,15 +29074,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -28962,9 +29237,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -28973,20 +29250,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -28996,9 +29274,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -29031,15 +29310,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -29052,8 +29332,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -29065,20 +29349,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -29090,17 +29373,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -29212,7 +29496,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29222,7 +29506,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29310,7 +29594,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29320,7 +29604,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29330,7 +29614,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29350,7 +29634,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29375,7 +29659,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29385,7 +29669,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29395,7 +29679,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29414,7 +29698,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -29427,7 +29711,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29437,7 +29721,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29447,7 +29731,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29457,215 +29741,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29685,7 +29761,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -29702,7 +29986,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float AlphaClipThreshold;
};
- PackedVaryings VertexFunction(Attributes input )
+ PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
@@ -29755,65 +30039,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -29821,49 +30105,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -29883,16 +30167,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord1 = screenPos;
- output.ase_texcoord2.xyz = ase_positionWS;
-
- output.ase_texcoord.xy = input.ase_texcoord.xy;
- output.ase_texcoord3 = input.positionOS;
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord.zw = 0;
- output.ase_texcoord2.w = 0;
+ output.ase_texcoord1.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -29910,9 +30190,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
input.normalOS = input.normalOS;
- float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
- output.positionCS = TransformWorldToHClip(positionWS);
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
return output;
}
@@ -29920,7 +30201,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
@@ -29940,6 +30222,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
output.ase_texcoord = input.ase_texcoord;
output.ase_color = input.ase_color;
return output;
@@ -29980,6 +30263,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Attributes output = (Attributes) 0;
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
@@ -29999,24 +30283,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
}
#endif
- half4 frag(PackedVaryings input ) : SV_Target
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
- float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = input.ase_texcoord1;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
- float3 ase_positionWS = input.ase_texcoord2.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -30075,31 +30364,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -30128,37 +30417,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -30185,132 +30474,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -30335,19 +30636,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -30438,862 +30739,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -31309,38 +31628,33 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
surfaceDescription.Alpha = temp_output_340_0.a;
surfaceDescription.AlphaClipThreshold = _AlphaClip;
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
#endif
- half4 outColor = 0;
-
- #ifdef SCENESELECTIONPASS
- outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- #elif defined(SCENEPICKINGPASS)
- outColor = _SelectionID;
+ #ifdef _ALPHATEST_ON
+ clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
- return outColor;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return unity_SelectionID;
}
-
ENDHLSL
}
@@ -31355,25 +31669,29 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
#define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _EMISSION
#define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
#pragma vertex vert
#pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
#endif
-
+
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
@@ -31399,9 +31717,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
@@ -31517,6 +31838,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
struct Attributes
{
float4 positionOS : POSITION;
@@ -31524,6 +31853,8 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#if _ADD_PRECOMPUTED_VELOCITY
float3 alembicMotionVector : TEXCOORD5;
#endif
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
@@ -31534,10 +31865,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 positionCS : SV_POSITION;
float4 positionCSNoJitter : TEXCOORD0;
float4 previousPositionCSNoJitter : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
+ float3 positionWS : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
@@ -31547,9 +31877,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowFrom;
#endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- #endif
#ifdef _ENABLEBLACKTINT_ON
float4 _BlackTintColor;
#endif
@@ -31567,15 +31894,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESINEGLOW_ON
float4 _SineGlowColor;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLESINEGLOW_ON
float4 _SineGlowMask_ST;
#endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 _OuterOutlineColor;
@@ -31586,6 +31911,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float4 _PixelOutlineColor;
#endif
+ float4 _EmissionTint;
#ifdef _ENABLEPINGPONGGLOW_ON
float4 _PingPongGlowTo;
#endif
@@ -31595,20 +31921,17 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEHOLOGRAM_ON
float4 _HologramTint;
#endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float4 _DirectionalGlowFadeEdgeColor;
#endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedHighColor;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenSnowColor;
+ float4 _SplitToningHighlightsColor;
#endif
#ifdef _ENABLERECOLORRGB_ON
float4 _RecolorRGBRedTint;
@@ -31618,18 +31941,20 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLESHIFTING_ON
float4 _ShiftingColorB;
#endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ #endif
#ifdef _ENABLETEXTURELAYER2_ON
float4 _TextureLayer2Color;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
#endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPCyanTint;
float4 _RecolorRGBYCPYellowTint;
float4 _RecolorRGBYCPRedTint;
#endif
@@ -31638,15 +31963,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 _ColorReplaceFromColor;
+ float4 _ColorReplaceToColor;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float4 _FullGlowDissolveEdgeColor;
#endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPCyanTint;
+ float4 _RecolorRGBYCPGreenTint;
#endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideColor;
@@ -31655,75 +31981,71 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 _TextureLayer1Color;
#endif
float4 _MainTex_TexelSize;
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
#endif
#ifdef _ENABLESHADOW_ON
float4 _ShadowColor;
#endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 _AlphaTintColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
#endif
#ifdef _SPRITESHEETFIX_ON
float4 _SpriteSheetRect;
#endif
- float4 _EmissionTint;
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
#ifdef _ENABLEBURN_ON
float4 _BurnInsideNoiseColor;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
#endif
#ifdef _ENABLEADDCOLOR_ON
float4 _AddColorMask_ST;
#endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorA;
+ float4 _CamouflageBaseColor;
+ #endif
#ifdef _ENABLEFROZEN_ON
float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
+ float4 _FrozenTint;
#endif
#ifdef _ENABLEENCHANTED_ON
float2 _EnchantedScale;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- float2 _MetalNoiseDistortionScale;
+ float2 _MetalNoiseSpeed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
#endif
#ifdef _ENABLEBURN_ON
float2 _BurnPosition;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightScale;
float2 _FrozenHighlightDistortion;
float2 _FrozenHighlightDistortionScale;
float2 _FrozenHighlightDistortionSpeed;
@@ -31738,14 +32060,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _TextureLayer1ScrollSpeed;
#endif
#ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseDistortionSpeed;
+ float2 _MetalNoiseScale;
+ float2 _MetalNoiseDistortion;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
float2 _CamouflageNoiseScaleB;
#endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightScale;
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchNoiseSpeed;
@@ -31766,23 +32088,26 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEPIXELOUTLINE_ON
float2 _PixelOutlineTextureSpeed;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float2 _CustomFadeNoiseScale;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
float2 _OuterOutlineNoiseSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineTextureSpeed;
+ float2 _CamouflageDistortionIntensity;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float2 _InnerOutlineDistortionIntensity;
@@ -31791,7 +32116,6 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 _InnerOutlineTextureSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
float2 _CamouflageNoiseScaleA;
#endif
#ifdef _ENABLEPOISON_ON
@@ -31805,36 +32129,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float2 _BurnInsideNoiseScale;
#endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
+ float2 _OuterOutlineTextureSpeed;
+ float2 _OuterOutlineDistortionIntensity;
#endif
#ifdef _ENABLEFROZEN_ON
float2 _FrozenSnowScale;
#endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
+ float2 _FadingNoiseScale;
#ifdef _ENABLEHALFTONE_ON
float2 _HalftonePosition;
#endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
#ifdef _ENABLESQUEEZE_ON
float2 _SqueezeScale;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
+ float2 _SqueezeCenter;
#endif
#ifdef _SHADERFADING_SPREAD
float2 _FadingPosition;
#endif
#ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
float2 _UVDistortTo;
float2 _UVDistortFrom;
#endif
@@ -31844,123 +32162,121 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskScale;
#endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchMaskSpeed;
float2 _GlitchDistortionScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortionSpeed;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float2 _SourceAlphaDissolvePosition;
float2 _SourceAlphaDissolveNoiseScale;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolvePosition;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 _SourceGlowDissolveNoiseScale;
#endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionNoiseScale;
float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
#endif
#ifdef _ENABLEGLITCH_ON
float2 _GlitchDistortion;
#endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 _DirectionalDistortionDistortion;
#endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
#ifdef _ENABLETEXTURELAYER2_ON
float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
#endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
#endif
#ifdef _ENABLEUVROTATE_ON
float2 _UVRotatePivot;
#endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveOffset;
+ #endif
#ifdef _ENABLESCREENTILING_ON
float2 _ScreenTilingOffset;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 _UVScrollSpeed;
#endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
#endif
#ifdef _ENABLEWORLDTILING_ON
float2 _WorldTilingScale;
+ float2 _WorldTilingOffset;
#endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- float _DirectionalAlphaFadeNoiseFactor;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Offset;
+ float2 _TextureLayer2Scale;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScalePivot;
+ float2 _UVScaleScale;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
#endif
- float _NormalIntensity;
#ifdef _ENABLEBURN_ON
float _BurnWidth;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
+ float _NormalIntensity;
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float _DirectionalAlphaFadeFade;
#endif
#ifdef _ENABLEBURN_ON
- float _BurnFade;
+ float _BurnEdgeNoiseFactor;
#endif
- float _Metallic;
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
float _DirectionalAlphaFadeInvert;
#endif
#ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
float _RainbowDensity;
#endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
+ float _Metallic;
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
+ float _StrongTintContrast;
#endif
#ifdef _ENABLESHADOW_ON
float _ShadowFade;
@@ -31968,57 +32284,61 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEBURN_ON
float _BurnInsideContrast;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
#ifdef _ENABLEHALFTONE_ON
float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
float _HalftoneFade;
float _HalftoneTiling;
float _HalftoneInvert;
#endif
#ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
float _FrozenHighlightContrast;
#endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEADDCOLOR_ON
float _AddColorFade;
#endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- float _AlphaTintFade;
- #endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeWidth;
- float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
#endif
#ifdef _ENABLEBURN_ON
float _BurnSwirlFactor;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float _DirectionalGlowFadeFade;
float _DirectionalGlowFadeRotation;
#endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
#ifdef _ENABLEBURN_ON
float _BurnRadius;
#endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
int _TextureLayer1StartFrame;
#ifdef _ENABLESHINE_ON
float _ShineSaturation;
#endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
#endif
#ifdef _ENABLEENCHANTED_ON
float _EnchantedContrast;
@@ -32038,11 +32358,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER2_ON
float _TextureLayer2Speed;
#endif
+ int _TextureLayer2Rows;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
#ifdef _ENABLESHIFTING_ON
float _ShiftingSpeed;
- #endif
- int _TextureLayer2Rows;
- #ifdef _ENABLESHIFTING_ON
float _ShiftingBrightness;
float _ShiftingSaturation;
float _ShiftingContrast;
@@ -32063,10 +32384,14 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLETEXTURELAYER1_ON
float _TextureLayer1Speed;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
#ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
float _EnchantedRainbowSpeed;
- float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float _FullGlowDissolveFade;
@@ -32085,6 +32410,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveWidth;
+ float _SourceAlphaDissolveNoiseFactor;
#endif
#ifdef _ENABLERAINBOW_ON
float _RainbowContrast;
@@ -32095,15 +32421,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESHINE_ON
float _ShineContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
float _ShineRotation;
#endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSpeed;
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
#endif
#ifdef _ENABLESHINE_ON
float _ShineFrequency;
@@ -32113,15 +32434,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float _SourceAlphaDissolveFade;
+ float _SourceAlphaDissolveInvert;
#endif
#ifdef _ENABLEPOISON_ON
float _PoisonShiftSpeed;
float _PoisonDensity;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEPOISON_ON
float _PoisonFade;
float _PoisonNoiseBrightness;
float _PoisonRecolorFactor;
@@ -32280,9 +32597,11 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#ifdef _ENABLEFULLDISTORTION_ON
float _FullDistortionFade;
#endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
#ifdef _ENABLESMOKE_ON
float _SmokeDarkEdge;
- float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float _CustomFadeNoiseFactor;
@@ -32291,20 +32610,21 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _PingPongGlowFade;
float _PingPongGlowFrequency;
#endif
- float _Smoothness;
#ifdef _ENABLEPIXELOUTLINE_ON
float _PixelOutlineWidth;
float _PixelOutlineAlphaLimit;
float _PixelOutlineFade;
#endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
#ifdef _ENABLEPINGPONGGLOW_ON
float _PingPongGlowContrast;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
+ float _OuterOutlineFade;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
float _InnerOutlineFade;
#endif
#ifdef _ENABLESATURATION_ON
@@ -32314,9 +32634,10 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _SineGlowMin;
float _SineGlowMax;
float _SineGlowFrequency;
+ float _SineGlowFade;
#endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float _HologramContrast;
@@ -32349,15 +32670,16 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _HologramLineGap;
#endif
#ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
float _SineGlowContrast;
#endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeAlpha;
+ #endif
#ifdef _ENABLEADDHUE_ON
float _AddHueFade;
- float _AddHueContrast;
+ float _AddHueBrightness;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
float _ColorReplaceRange;
float _ColorReplaceSmoothness;
float _ColorReplaceContrast;
@@ -32370,8 +32692,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#ifdef _ENABLEFLAME_ON
float _FlameBrightness;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
float _FlameSmooth;
- float _FlameRadius;
float _FlameNoiseFactor;
float _FlameNoiseHeightFactor;
#endif
@@ -32383,20 +32709,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _CustomFadeAlpha;
float _CustomFadeSmoothness;
#endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameRadius;
+ #endif
#ifdef _ENABLENEGATIVE_ON
float _NegativeFade;
#endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
#ifdef _ENABLECONTRAST_ON
float _Contrast;
#endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float _Brightness;
#endif
#ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
float _AddHueSaturation;
float _AddHueSpeed;
#endif
@@ -32408,17 +32733,18 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float _InkSpreadNoiseFactor;
float _InkSpreadDistance;
float _InkSpreadFade;
- #endif
float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
#endif
+ float _BlackTintFade;
+ float _BlackTintPower;
+ #ifdef _ENABLESPLITTONING_ON
float _SplitToningFade;
+ #endif
float _SplitToningContrast;
float _SplitToningBalance;
float _SplitToningShift;
- float _Brightness;
+ float _Hue;
+ float _AddHueContrast;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
@@ -32530,7 +32856,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return mul( finalMatrix, original ) + center;
}
- float MyCustomExpression16_g11724( float linValue )
+ float MyCustomExpression16_g11765( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32540,7 +32866,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11726( float linValue )
+ float MyCustomExpression16_g11767( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32628,7 +32954,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11682( float linValue )
+ float MyCustomExpression16_g11773( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32638,7 +32964,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11683( float linValue )
+ float MyCustomExpression16_g11774( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32648,7 +32974,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11729( float linValue )
+ float MyCustomExpression16_g11776( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32668,7 +32994,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11740( float linValue )
+ float MyCustomExpression16_g11796( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32693,7 +33019,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
}
- float MyCustomExpression16_g11766( float linValue )
+ float MyCustomExpression16_g11779( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32703,7 +33029,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11768( float linValue )
+ float MyCustomExpression16_g11781( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32713,7 +33039,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11772( float linValue )
+ float MyCustomExpression16_g11785( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32732,7 +33058,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
- float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
{
float Distance = distance(From, In);
return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
@@ -32745,7 +33071,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
- float MyCustomExpression16_g11800( float linValue )
+ float MyCustomExpression16_g11826( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32755,7 +33081,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11784( float linValue )
+ float MyCustomExpression16_g11810( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32765,7 +33091,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11811( float linValue )
+ float MyCustomExpression16_g11837( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -32775,215 +33101,7 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11819( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert )
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892( float linValue )
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888( float linValue )
+ float MyCustomExpression16_g11845( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -33003,7 +33121,215 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
}
- float MyCustomExpression16_g11886( float linValue )
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
@@ -33065,65 +33391,65 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish )));
- float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector );
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
+ float2 temp_output_2_0_g11937 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 );
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
#else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
#endif
#ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) );
- float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 );
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
#else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
#endif
#ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
#endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
+ float2 temp_output_424_0 = staticSwitch10_g11937;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
@@ -33131,49 +33457,49 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -33193,16 +33519,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch142 = temp_output_424_0;
#endif
- output.ase_texcoord3 = screenPos;
- output.ase_texcoord4.xyz = ase_positionWS;
-
- output.ase_texcoord2.xy = input.ase_texcoord.xy;
- output.ase_texcoord5 = input.positionOS;
+ output.ase_texcoord3.xy = input.ase_texcoord.xy;
+ output.ase_texcoord4 = input.positionOS;
output.ase_color = input.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord2.zw = 0;
- output.ase_texcoord4.w = 0;
+ output.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
@@ -33220,14 +33542,12 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
- #if defined(APLICATION_SPACE_WARP_MOTION)
- // We do not need jittered position in ASW
- output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));;
+ #if defined(APPLICATION_SPACE_WARP_MOTION)
+ output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
output.positionCS = output.positionCSNoJitter;
#else
- // Jittered. Match the frame.
output.positionCS = vertexInput.positionCS;
- output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS));
+ output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
#endif
float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;
@@ -33237,6 +33557,9 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
+
+ output.positionWS = vertexInput.positionWS;
+
// removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
//ApplyMotionVectorZBias( output.positionCS );
return output;
@@ -33247,25 +33570,30 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
return VertexFunction( input );
}
- half4 frag( PackedVaryings input ) : SV_Target
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
- float4 screenPos = input.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
- float3 ase_positionWS = input.ase_texcoord4.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
@@ -33324,31 +33652,31 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
+ float staticSwitch44_g11769 = _TimeValue;
#else
- float staticSwitch44_g11667 = _TimeParameters.x;
+ float staticSwitch44_g11769 = _TimeParameters.x;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
+ float staticSwitch34_g11769 = UnscaledTime;
#else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
#endif
#ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed );
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
#else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
#endif
#ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS );
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
#else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
#endif
- float shaderTime237 = staticSwitch42_g11667;
+ float shaderTime237 = staticSwitch42_g11769;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
@@ -33377,37 +33705,37 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
#endif
- float2 texCoord435 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
+ float2 temp_output_61_0_g11770 = staticSwitch437;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
- float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight));
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
#elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy;
+ float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) );
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
#else
- float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
- float2 shaderPosition235 = staticSwitch1_g11669;
+ float2 shaderPosition235 = staticSwitch1_g11770;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11672 = shaderPosition235;
float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
@@ -33434,132 +33762,144 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 );
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 );
- float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 );
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 );
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0));
- float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 );
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11678 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
- float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
- float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
#else
- float staticSwitch29_g11737 = _UVDistortFade;
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
#else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
#endif
#ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
#else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
#endif
#ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
#else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
#endif
#ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * PI ) );
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
#else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
#endif
#ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
#else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
#endif
#ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
- float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
- float2 staticSwitch4_g11730 = clampResult46_g11732;
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
#else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
#endif
#ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
#endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
#ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
#else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
#endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
- float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
#else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
#endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
#endif
- float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 );
- float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
- float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 );
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
#ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
#endif
#if defined( _SHADERFADING_NONE )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_FULL )
float staticSwitch139 = _FadingFade;
#elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
#elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
+ float staticSwitch139 = clampResult14_g11764;
#elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
+ float staticSwitch139 = clampResult3_g11766;
#else
float staticSwitch139 = _FadingFade;
#endif
@@ -33584,19 +33924,19 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float2 staticSwitch485 = staticSwitch145;
#endif
#ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2( 0,0 );
- float2 break10_g11742 = float2( 1,1 );
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
- float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
#endif
#ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
#else
float2 staticSwitch427 = staticSwitch371;
#endif
@@ -33687,862 +34027,880 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
float4 staticSwitch354 = temp_output_471_0;
#endif
float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
#ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 );
- float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
- float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge ));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a )));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
#else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
#endif
#ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 );
- float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 );
- float clampResult37_g11767 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha )));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
#else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
#endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
#ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y));
- float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 );
- float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) );
- float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
#else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
#endif
#ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 );
- float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) );
- float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 );
- float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
- float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness );
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771));
- float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 );
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
#else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
#endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
#endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 );
- float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) );
- float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) );
- float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade ));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
#else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
#endif
#ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 );
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
#else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
#endif
- float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb );
- float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 );
- float4 ifLocalVar46_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.8333333 )
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.6666667 )
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.3333333 )
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if( temp_output_43_0_g11803 <= 0.1666667 )
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if( temp_output_43_0_g11803 >= 0.5 )
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) );
- float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade ));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
#else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
#endif
#ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 );
- float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
#else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
#endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
#ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
#else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
#endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
#ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
- float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
#else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
#else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
#endif
#ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb );
- float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) );
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
#else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
#endif
#ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 );
- float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
- float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
#else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
#endif
#ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
- float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
#else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
#endif
#ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 );
- float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
- float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 ));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
#else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
#endif
- float temp_output_39_0_g11773 = shaderTime237;
+ float temp_output_39_0_g11799 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb );
- float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) );
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
#else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
#endif
#ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask );
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) );
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
#else
- float staticSwitch33_g11795 = _AddHueFade;
+ float staticSwitch33_g11821 = _AddHueFade;
#endif
- float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
#else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
#endif
#ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a );
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
#else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
#endif
- float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
#else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
#endif
#ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx;
- float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
#else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 );
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
#else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
#endif
- float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 );
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
- float2 staticSwitch169_g11782 = float2( 0,0 );
+ float2 staticSwitch169_g11808 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 );
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 );
- float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) );
- float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782);
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a );
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
#else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
#endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
#else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 );
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
#else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
#endif
- float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
+ float staticSwitch203_g11836 = 1.0;
#else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
#endif
- float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810);
- float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 );
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
- float2 staticSwitch157_g11810 = float2( 0,0 );
+ float2 staticSwitch157_g11836 = float2( 0,0 );
#endif
- float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 );
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 );
- float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 );
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
#else
- float staticSwitch200_g11810 = lerpResult168_g11810;
+ float staticSwitch200_g11836 = lerpResult168_g11836;
#endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
#else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 );
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
#else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
#endif
- float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) );
- float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) );
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
+ float staticSwitch203_g11813 = 1.0;
#else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
#endif
- float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 );
- float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787);
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 );
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
#else
- float staticSwitch200_g11787 = lerpResult168_g11787;
+ float staticSwitch200_g11813 = lerpResult168_g11813;
#endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
#else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
#else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
#endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
+ float4 temp_output_361_0 = staticSwitch46_g11799;
#ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a )));
- float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 );
- float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) );
- float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 );
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 );
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
#else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
#endif
- float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 );
- float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852);
- float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 );
- float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
- float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
#else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
#endif
#ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 );
- float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 );
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 );
- float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask );
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) );
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
#else
- float staticSwitch60_g11845 = _MetalFade;
+ float staticSwitch60_g11872 = _MetalFade;
#endif
- float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
#else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
#endif
#ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 );
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 );
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 );
- float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 );
- float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
#else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
#endif
#ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 );
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 );
- float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 );
- float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 );
- float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 );
- float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
- float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 );
- float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
#else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
#endif
#ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 );
- float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) );
- float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 );
- float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) );
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) );
- float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
#else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
#endif
#ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx;
- float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation);
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
- float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth );
- float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 );
- float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask );
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) );
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
#else
- float staticSwitch98_g11823 = _ShineFade;
+ float staticSwitch98_g11850 = _ShineFade;
#endif
- float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
#else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
#endif
#ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 );
- float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
- float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
#else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
#endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
#ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed );
- float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 );
- float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 );
- float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 );
- float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 );
- float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) );
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
#else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
#endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
- float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
- float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862);
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
#ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
#else
- float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) );
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
#endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
#else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
#endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
#ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 );
- float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
- float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 ));
- float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) );
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
#else
- float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness );
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
#endif
- float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
#else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
#endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
#ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) );
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
#else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
#endif
- float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 );
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) );
- float2 Invert10_g11875 = float2( 0,1 );
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 );
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
#else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
#endif
- float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 );
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 );
- float4 break2_g11876 = temp_output_5_0_g11874;
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 );
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
#else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
#endif
- float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade ));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
#else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
#endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
#ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) );
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
#else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
#endif
- float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 );
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) );
- float2 Invert10_g11871 = float2( 0,1 );
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 );
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
#else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
#endif
- float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 );
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 );
- float4 break2_g11872 = temp_output_5_0_g11870;
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 );
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
#else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
#endif
- float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade ));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
#else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
#endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
+ float4 temp_output_473_0 = staticSwitch15_g11897;
#ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
+ float4 break4_g11905 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 )));
- float4 staticSwitch77 = appendResult5_g11878;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
+ float4 break4_g11906 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
- float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 )));
- float4 staticSwitch75 = appendResult5_g11879;
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 );
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
+ float2 temp_output_18_0_g11907 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 );
- float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 );
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 )));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
#else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade );
- float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 )));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
#else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
- float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) )));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
#else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 );
- float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) );
- float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade );
- float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) )));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
#else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
- float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) )));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
#else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 );
- float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
- float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) );
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 );
- float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 )));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
#else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
#endif
#ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) );
- float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 );
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) )));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
#else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
#endif
#ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask );
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) );
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
#else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
#endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
#endif
- float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
#else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
#endif
#ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade ));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
#else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
#endif
#ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) );
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
#else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
#endif
- float4 break2_g11902 = temp_output_1_0_g11900;
+ float4 break2_g11929 = temp_output_1_0_g11927;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 );
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
#else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
#endif
- float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
#else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
#endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
#ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a )));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b));
- float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a );
- float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 );
- float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
#else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
#endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
#else
- float staticSwitch8_g11764 = input.ase_color.a;
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
#endif
#ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
+ float staticSwitch9_g11777 = 1.0;
#else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
#endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 )));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11907.a));
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
- float4 staticSwitch342 = appendResult8_g11907;
+ float4 staticSwitch342 = appendResult8_g11934;
#endif
float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
#if defined( _SHADERFADING_NONE )
@@ -34558,36 +34916,52 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
#else
float4 staticSwitch143 = staticSwitch342;
#endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
+ float4 temp_output_7_0_g11941 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
#else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
#endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float4 temp_output_340_0 = staticSwitch6_g11941;
float Alpha = temp_output_340_0.a;
float AlphaClipThreshold = _AlphaClip;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
+ #if defined(ASE_CHANGES_WORLD_POS)
+ float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz;
+ float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz;
+ input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) );
+ input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) );
+ #endif
+
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade( input.positionCS );
#endif
- #if defined(APLICATION_SPACE_WARP_MOTION)
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #if defined(APPLICATION_SPACE_WARP_MOTION)
return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
#else
return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
#endif
- }
+ }
ENDHLSL
}
-
+
+
}
CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
@@ -34595,12 +34969,13 @@ Shader "Sprite Shaders Ultimate/3D Lit Cutout URP SSU"
Fallback Off
}
+
/*ASEBEGIN
-Version=19903
+Version=19905
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;613;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;608;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;624;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;619;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2003.491,-3335.527;Inherit;False;Property;_SpriteSheetRect;Sprite Sheet Rect;17;0;Create;True;0;0;0;False;0;False;0,0,1,1;0,0,1,1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
@@ -34614,7 +34989,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11668;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;45;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
+Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;46;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
@@ -34624,12 +34999,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;-582.6621,-3244.321;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;2660.32,1715.519;Inherit;False;uberNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;2534.932,1066.922;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;541;;11670;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;552;;11670;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;184;-340.3444,-2931.6;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;253;-334.9839,-3014.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FloorOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;433;2745.127,1095.848;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;84;-178.5299,-3184.649;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;475;;11672;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;484;;11672;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;254;496.0161,-2937.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;188;476.926,-2831.78;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;658.3505,-580.0461;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
@@ -34639,55 +35014,55 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;189;-2234.721,-201.4758;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-1921.027,-115.7738;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;2945.127,1149.848;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;474;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;747.3577,-2918.135;Inherit;False;_DirectionalDistortion;463;;11675;30e6ac39427ee11419083602d572972f;0;3;182;FLOAT2;0,0;False;160;FLOAT2;0,0;False;181;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;1165.579,-2580.498;Inherit;False;Property;_HologramFade;Hologram: Fade;208;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;919.0109,-667.4209;Inherit;False;_GlitchPre;223;;11678;b8ad29d751d87bd4d9cbf14898be6163;0;3;19;FLOAT;0;False;18;FLOAT2;0,0;False;16;SAMPLER2D;;False;2;FLOAT;15;FLOAT2;0
-Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4801.255,1506.884;Inherit;True;Property;_FadingMask;Fading: Mask;33;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;4416.092,2114.768;Inherit;False;Property;_FadingWidth;Fading: Width;30;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;483;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;747.3577,-2918.135;Inherit;False;_DirectionalDistortion;472;;11675;30e6ac39427ee11419083602d572972f;0;3;182;FLOAT2;0,0;False;160;FLOAT2;0,0;False;181;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;1165.579,-2580.498;Inherit;False;Property;_HologramFade;Hologram: Fade;215;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;919.0109,-667.4209;Inherit;False;_GlitchPre;232;;11678;b8ad29d751d87bd4d9cbf14898be6163;0;3;19;FLOAT;0;False;18;FLOAT2;0,0;False;16;SAMPLER2D;;False;2;FLOAT;15;FLOAT2;0
+Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4801.255,1506.884;Inherit;True;Property;_FadingMask;Fading: Mask;34;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;4416.092,2114.768;Inherit;False;Property;_FadingWidth;Fading: Width;31;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;4515.66,1836.189;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;32;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;230;4630.415,2681.855;Inherit;False;Property;_FadingNoiseFactor;Fading: Noise Factor;31;0;Create;True;0;0;0;False;0;False;0.2;0;0;0;0;1;FLOAT;0
+Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;33;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;230;4630.415,2681.855;Inherit;False;Property;_FadingNoiseFactor;Fading: Noise Factor;32;0;Create;True;0;0;0;False;0;False;0.2;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4535.53,1746.504;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;29;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
+Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;30;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;228;4626.359,2471.966;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-1990.589,-315.832;Inherit;False;_UberSample;579;;11744;1028d755b36e2b04da25c3b882a2e2ec;0;2;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;COLOR;0
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Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-1686.027,-106.7738;Inherit;False;ColorMultiply;-1;;11763;1f51da7edd80c06488c56d28bc096dec;0;2;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;3093.581,1032.267;Inherit;False;Property;_PixelPerfectSpace;Pixel Perfect Space;14;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;441;3148.675,1260.326;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;1064.56,-3052.917;Inherit;False;Property;_EnableShine;Enable Shine;462;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;75;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;255;1530.016,-2640.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;1537.252,-2554.561;Inherit;False;hologramFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;1547.656,-2458.612;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;1562.277,-2362.367;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1246.533,-755.1426;Inherit;False;glitchFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;1243.538,-600.6849;Inherit;False;glitchPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;3995.099,1279.389;Inherit;False;Property;_FadingFade;Fading: Fade;28;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;4905.316,1828.167;Inherit;False;_UberDissolveFade;-1;;11723;cb957eb9b67f4f243aa8ba0547208263;0;5;21;FLOAT2;0,0;False;1;FLOAT;0;False;16;SAMPLER2D;0;False;18;FLOAT2;0,0;False;20;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;231;4899.456,2440.854;Inherit;False;_UberSpreadFade;-1;;11725;777ca8ab10170fb48b24b7cd1c44f075;0;7;27;FLOAT2;0,0;False;22;FLOAT;0;False;18;SAMPLER2D;0;False;25;FLOAT2;0,0;False;23;FLOAT2;0,0;False;21;FLOAT;0;False;26;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;5091.561,1459.408;Inherit;False;ShaderMasker;-1;;11727;3d25b55dbfdd24f48b9bd371bdde0e97;0;2;1;FLOAT;0;False;2;SAMPLER2D;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-1350.718,-125.6577;Inherit;False;Property;_Keyword0;Keyword 0;13;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;342;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;2716.61,1541.034;Inherit;False;ShaderTime;34;;11667;06a15e67904f217499045f361bad56e7;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;1602.103,-2721.81;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;1839.482,-2552.931;Inherit;False;_HologramUV;216;;11680;7c71b1b031ffcbe48805e17b94671163;0;7;77;FLOAT;0;False;55;FLOAT;0;False;76;SAMPLER2D;;False;37;FLOAT2;0,0;False;39;SAMPLER2D;;False;81;FLOAT;0;False;79;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;2394.016,-2741.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;2375.652,-2434.015;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;2413.1,-2367.982;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;2400.558,-2511.178;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;5964.391,1365.661;Inherit;False;Property;_ShaderFading;Shader Fading;27;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;5;None;Full;Mask;Dissolve;Spread;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;5964.391,1365.661;Inherit;False;Property;_ShaderFading;Shader Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;5;None;Full;Mask;Dissolve;Spread;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-977.8615,164.14;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-1018.041,-121.917;Inherit;False;originalColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-1036.103,27.02582;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;207;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;235;;11728;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;214;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;6281.453,1414.289;Inherit;False;fullFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;590;;11764;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-687.1025,-126.9742;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;259;2999.016,-2403.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;222;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;231;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;3015.115,-2149.526;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;2972.016,-2323.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;2993.115,-2238.526;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
@@ -34699,24 +35074,24 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;564;;11769;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-455.0759,-519.7366;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-432.6598,-617.0601;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-37.83691,-91.99512;Inherit;False;182;hologramFade;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3382.41,-2373.518;Inherit;False;_UberTransformUV;480;;11730;894b1de51a5f4c74cbe7828262f1344b;0;5;25;FLOAT;0;False;26;FLOAT2;0,0;False;1;FLOAT2;0,0;False;18;SAMPLER2D;0;False;3;SAMPLER2D;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;3651.881,-2106.533;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4449.801,-1972.639;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;27;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;207;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;973.7388,-316.5438;Inherit;False;_Glitch;229;;11818;97a01281f94bcc04fbb9a7c1cd328f08;0;5;34;FLOAT;0;False;31;FLOAT2;0,0;False;33;SAMPLER2D;;False;29;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;250.219,-2894.672;Inherit;False;fullDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;18;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
@@ -34725,64 +35100,65 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;247;1456.499,-578.4069;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;222;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1853.428,-195.4143;Inherit;False;164;fullDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1037.158,-2834.03;Inherit;False;directionalDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet Fix;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;366;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;6618.802,-2035.91;Inherit;False;_PixelArtUV_2;-1;;11743;4b65626ba2313ca40a96813b19044794;0;4;21;FLOAT2;0,0;False;17;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;473;1656.25,-345.9998;Inherit;False;_UberEffect;240;;11822;93c7a07f758a0814998210619e8ad1cb;0;4;40;FLOAT;0;False;41;FLOAT2;0,0;False;3;COLOR;0,0,0,0;False;37;SAMPLER2D;0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;2104.106,-267.8359;Inherit;False;AlphaMultiply;-1;;11878;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;2616.17,-223.2014;Inherit;False;167;directionalDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;427;7006.263,-2158.381;Inherit;False;Property;_PixelPerfectUV;Pixel Perfect UV;15;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;2492.977,-348.4961;Inherit;False;Property;_EnableFullDistortion;Enable Full Distortion;474;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;3014.405,-219.2272;Inherit;False;AlphaMultiply;-1;;11879;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;2492.977,-348.4961;Inherit;False;Property;_EnableFullDistortion;Enable Full Distortion;483;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;7280.32,-2157.36;Inherit;False;finalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;462;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;471;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;249;3627.646,-39.2937;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;3611.012,-138.045;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;479;3931.587,-267.0083;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;480;3955.587,-349.0083;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;248;3912.165,-179.9706;Inherit;False;_UberFading;403;;11880;f8f5d1f402d6b694f9c47ef65b4ae91d;0;3;18;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;17;SAMPLER2D;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;193;-400.3044,37.52343;Inherit;False;customVertexAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;478;4200.417,-206.2577;Inherit;False;_UberColorFinal;46;;11895;6ac57aba23ea6404ba71b6806ea93971;0;3;14;FLOAT2;0,0;False;15;SAMPLER2D;;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;4178.044,-19.14569;Inherit;False;193;customVertexAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;4610.214,-299.2399;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;344;4548.086,-90.46628;Inherit;False;AlphaMultiply;-1;;11906;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;194;4622.439,201.8054;Inherit;False;191;originalColor;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;500;5991.064,398.0179;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;503;6414.627,233.3515;Inherit;False;Property;_AlphaClip;Alpha Clip;1;0;Create;True;0;0;0;False;0;False;0.5;0;0;1;0;1;FLOAT;0
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WireConnection;483;1;363;0
WireConnection;483;12;411;0
WireConnection;482;1;483;0
@@ -34996,12 +35372,12 @@ WireConnection;142;4;121;0
WireConnection;501;11;500;0
WireConnection;511;0;340;0
WireConnection;511;1;501;0
-WireConnection;511;2;501;21
WireConnection;511;3;501;10
WireConnection;511;4;501;9
+WireConnection;511;2;501;21
WireConnection;511;6;497;3
WireConnection;511;7;503;0
WireConnection;511;16;503;0
WireConnection;511;8;142;0
ASEEND*/
-//CHKSM=8F4BA4FB00CD65B92D1CC360A5FECB6DAB181B74
+//CHKSM=F26CFF19DA0ECB92B4A54400C1D6195AE5284A55
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta
index f18498e2..026242c1 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP SSU.shader.meta
@@ -13,15 +13,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -32,3 +37,11 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit Cutout URP
+ SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader
index ad3674a5..d62daf16 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader
@@ -1,4907 +1,4391 @@
-// Made with Amplify Shader Editor v1.9.9.3
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/3D Lit URP SSU"
{
- Properties
- {
- [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
- [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
- _MainTex( "MainTex", 2D ) = "white" {}
- _ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5
- _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0
- _NormalMap( "Normal Map", 2D ) = "bump" {}
- _NormalIntensity( "Normal Intensity", Float ) = 1
- _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5
- _Metallic( "Metallic", Range( 0, 1 ) ) = 0
- [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0
- _MetallicMap( "Metallic Map", 2D ) = "white" {}
- [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0
- [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 )
- _EmissionMap( "Emission Map", 2D ) = "white" {}
- [Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0
- [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
- [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
- [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
- [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
- _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
- [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
- [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
- [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
- _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
- _ScreenWidthUnits( "Screen Width Units", Float ) = 10
- _RectWidth( "Rect Width", Float ) = 100
- _RectHeight( "Rect Height", Float ) = 100
- [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
- _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
- _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
- _FadingWidth( "Fading: Width", Float ) = 0.3
- _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
- _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _FadingMask( "Fading: Mask", 2D ) = "white" {}
- [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
- [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
- _TimeValue( "Time: Value", Float ) = 0
- [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
- _TimeSpeed( "Time: Speed", Float ) = 1
- [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
- _TimeFPS( "Time: FPS", Float ) = 5
- [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
- _TimeFrequency( "Time: Frequency", Float ) = 2
- _TimeRange( "Time: Range", Float ) = 0.5
- _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
- [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
- _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
- [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
- [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
- _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
- [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
- _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
- _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
- [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
- [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
- _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
- [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
- _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
- _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
- [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
- _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
- [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
- _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
- _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
- _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
- [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
- _Brightness( "Brightness", Float ) = 1
- [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
- _Contrast( "Contrast", Float ) = 1
- [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
- _Saturation( "Saturation", Float ) = 1
- [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
- _Hue( "Hue", Range( -1, 1 ) ) = 0
- [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
- _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
- [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
- _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
- [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
- _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
- [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
- [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
- _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
- [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
- _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
- [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
- _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
- [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
- _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
- _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
- _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
- [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
- _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
- _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
- [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
- [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
- _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
- [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
- _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
- [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
- _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
- _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
- _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
- [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
- _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
- _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
- [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
- [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
- _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
- [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
- _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
- _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
- [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
- _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
- _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
- [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
- [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
- _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
- _AddHueSpeed( "Add Hue: Speed", Float ) = 1
- _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
- _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
- _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
- [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
- _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
- _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
- [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
- [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
- _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
- _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
- [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
- _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
- [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
- _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
- [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
- _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
- _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
- _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
- _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
- _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
- _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
- [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
- _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
- [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
- _BlackTintPower( "Black Tint: Power", Float ) = 4
- [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
- _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
- [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
- _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
- _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
- _SineGlowMin( "Sine Glow: Min", Float ) = 0
- _SineGlowMax( "Sine Glow: Max", Float ) = 1
- [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
- _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
- [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
- _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
- [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
- [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
- _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
- _SplitToningBalance( "Split Toning: Balance", Float ) = 1
- _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
- [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
- _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
- _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
- [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
- _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
- _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
- _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
- [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
- _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
- [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
- _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
- [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
- _HologramContrast( "Hologram: Contrast", Float ) = 1
- _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
- _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
- _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
- _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
- _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
- _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
- _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
- _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
- [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
- _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
- _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
- _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
- _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
- _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
- _GlitchBrightness( "Glitch: Brightness", Float ) = 4
- _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
- _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
- _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
- _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
- _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
- [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
- _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
- [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
- _FrozenContrast( "Frozen: Contrast", Float ) = 2
- [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
- _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
- _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
- _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
- _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
- _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
- _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
- _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
- _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
- _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
- _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
- _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
- _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
- _RainbowContrast( "Rainbow: Contrast", Float ) = 1
- _RainbowSpeed( "Rainbow: Speed", Float ) = 1
- _RainbowDensity( "Rainbow: Density", Float ) = 0.5
- _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
- _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
- [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
- _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
- _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
- _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
- _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
- _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
- _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
- _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
- _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
- _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
- _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
- _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
- [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
- _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
- _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
- _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
- _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
- [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
- _MetalContrast( "Metal: Contrast", Float ) = 2
- [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
- _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
- _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
- _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
- _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
- _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
- _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
- [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
- [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
- _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
- [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
- _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
- _ShineContrast( "Shine: Contrast", Float ) = 2
- _ShineWidth( "Shine: Width", Float ) = 0.1
- _ShineSpeed( "Shine: Speed", Float ) = 5
- _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
- _ShineSmooth( "Shine: Smoothness", Float ) = 1
- _ShineFrequency( "Shine: Frequency", Float ) = 0.3
- [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
- [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
- _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
- _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
- _BurnRadius( "Burn: Radius", Float ) = 5
- [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
- _BurnWidth( "Burn: Width", Float ) = 0.1
- _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
- [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
- _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
- [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
- _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
- _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
- _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
- _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
- _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
- [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
- _PoisonDensity( "Poison: Density", Float ) = 3
- _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
- _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
- _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
- _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
- _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
- [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
- _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
- _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
- _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
- _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
- _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
- [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
- _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
- _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
- _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
- [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
- [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
- [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
- [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
- _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
- _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
- _ShiftingDensity( "Shifting: Density", Float ) = 1.5
- _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
- _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
- [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
- _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
- [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
- [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
- [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
- _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
- _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
- [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
- _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
- _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
- [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
- _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
- [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
- _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
- [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
- _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
- _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
- _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
- _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
- _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
- [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
- _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
- _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
- [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
- _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
- _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
- [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
- _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
- [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
- _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
- [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
- _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
- _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
- _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
- _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
- _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
- [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
- _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
- _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
- _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
- _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
- _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
- [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
- _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
- _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
- _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
- _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
- _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
- [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
- [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
- _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
- _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
- _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
- [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
- _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
- [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
- [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
- _HalftoneFade( "Halftone: Fade", Float ) = 1
- _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
- _HalftoneTiling( "Halftone: Tiling", Float ) = 4
- _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
- [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
- [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
- _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
- _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
- _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
- _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
- _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
- [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
- [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
- _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
- _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
- [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
- _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
- _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
- _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
- [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
- [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
- _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
- _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
- _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
- _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
- _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
- _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
- _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
- _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
- [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
- [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
- _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
- _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
- _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
- _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
- _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
- _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
- [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
- _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
- _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
- _SqueezePower( "Squeeze: Power", Float ) = 1
- _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
- _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
- _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
- _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
- _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
- _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
- [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
- [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
- [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
- _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
- [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
- _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
- _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
- _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
- _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
- _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
- _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
- _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
- _WiggleSpeed( "Wiggle: Speed", Float ) = 2
- _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
- _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
- [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
- [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
- _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
- _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
- [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
- _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
- _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
- _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
- [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
- _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
- _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
- [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
- _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
- _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
- _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
- _VibrateRotation( "Vibrate: Rotation", Float ) = 4
- [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
- _WindRotation( "Wind: Rotation", Float ) = 0
- _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
- _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
- _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
- _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
- [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
- _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
- _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
- _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
- _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
- [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
- [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
- _WindXPosition( "Wind: X Position", Float ) = 0
- _WindFlip( "Wind: Flip", Float ) = 0
- [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
- _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
- _SquishStretch( "Squish: Stretch", Float ) = 0.1
- _SquishSquish( "Squish: Squish", Float ) = 0.1
- _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
- [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
- _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
- _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
- [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
- _FlameBrightness( "Flame: Brightness", Float ) = 10
- _FlameSmooth( "Flame: Smooth", Float ) = 2
- _FlameRadius( "Flame: Radius", Float ) = 0.2
- _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
- _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
- _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
- _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
- [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
- _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
- _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
- [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
- _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
- _SharpenFactor( "Sharpen: Factor", Float ) = 4
- _SharpenOffset( "Sharpen: Offset", Float ) = 2
- [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
- [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
- _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
- _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
- _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
- _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
- _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
- [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
- [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
- _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
- _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
- _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
- _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
- _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
- [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
- _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
- _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
- _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
- [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
- _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
- _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
- _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
- [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ Properties
+ {
+ [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
+ _MainTex( "MainTex", 2D ) = "white" {}
+ _ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5
+ _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0
+ _NormalMap( "Normal Map", 2D ) = "bump" {}
+ _NormalIntensity( "Normal Intensity", Float ) = 1
+ _Smoothness( "Smoothness", Range( 0, 1 ) ) = 0.5
+ _Metallic( "Metallic", Range( 0, 1 ) ) = 0
+ [Toggle( _METALLICMAPTOGGLE_ON )] _MetallicMapToggle( "Metallic Map Toggle", Float ) = 0
+ _MetallicMap( "Metallic Map", 2D ) = "white" {}
+ [Toggle( _EMISSIONTOGGLE_ON )] _EmissionToggle( "Emission Toggle", Float ) = 0
+ [HDR] _EmissionTint( "Emission Tint", Color ) = ( 2.996078, 0.1568628, 0.1568628, 0 )
+ _EmissionMap( "Emission Map", 2D ) = "white" {}
+ [Toggle( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
- //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
- //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
- //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
- //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
- //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
- //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
- //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
- //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
- //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
- //_TessMin( "Tess Min Distance", Float ) = 10
- //_TessMax( "Tess Max Distance", Float ) = 25
- //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
- //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
+ //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
+ //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
+ //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
+ //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
+ //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
+ //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
+ //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
- [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1
- [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1
- [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
+ //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
+ //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
+ //_TessMin( "Tess Min Distance", Float ) = 10
+ //_TessMax( "Tess Max Distance", Float ) = 25
+ //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
+ //_TessMaxDisp( "Tess Max Displacement", Float ) = 25
- [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
+ //_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0
+
+ [ToggleOff(_SPECULARHIGHLIGHTS_OFF)] _SpecularHighlights("Specular Highlights", Float) = 1.0
+ [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
+ //[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
+
+ [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
- //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
- }
+ //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1
- SubShader
- {
- LOD 0
+ //[HideInInspector] _XRMotionVectorsPass("_XRMotionVectorsPass", Float) = 1
+ }
+
+ SubShader
+ {
+ LOD 0
+
+
+
+
+
+ Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
+
+ Cull Off
+ ZWrite Off
+ ZTest LEqual
+ Offset 0 , 0
+ AlphaToMask Off
+
+
+
+ HLSLINCLUDE
+ #pragma target 3.5
+ #pragma prefer_hlslcc gles
+ // ensure rendering platforms toggle list is visible
+
+ #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
+ #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
+ #endif
+
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
+
+ #ifndef ASE_TESS_FUNCS
+ #define ASE_TESS_FUNCS
+ float4 FixedTess( float tessValue )
+ {
+ return tessValue;
+ }
+
+ float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
+ {
+ float3 wpos = mul(o2w,vertex).xyz;
+ float dist = distance (wpos, cameraPos);
+ float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
+ return f;
+ }
+
+ float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
+ {
+ float4 tess;
+ tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
+ tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
+ tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
+ tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
+ return tess;
+ }
+
+ float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
+ {
+ float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
+ float len = distance(wpos0, wpos1);
+ float f = max(len * scParams.y / (edgeLen * dist), 1.0);
+ return f;
+ }
+
+ float DistanceFromPlane (float3 pos, float4 plane)
+ {
+ float d = dot (float4(pos,1.0f), plane);
+ return d;
+ }
+
+ bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
+ {
+ float4 planeTest;
+ planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
+ planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
+ (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
+ return !all (planeTest);
+ }
+
+ float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
+ {
+ float3 f;
+ f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
+ f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
+ f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
+
+ return CalcTriEdgeTessFactors (f);
+ }
+
+ float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
+ {
+ float3 pos0 = mul(o2w,v0).xyz;
+ float3 pos1 = mul(o2w,v1).xyz;
+ float3 pos2 = mul(o2w,v2).xyz;
+ float4 tess;
+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+ return tess;
+ }
+
+ float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
+ {
+ float3 pos0 = mul(o2w,v0).xyz;
+ float3 pos1 = mul(o2w,v1).xyz;
+ float3 pos2 = mul(o2w,v2).xyz;
+ float4 tess;
+
+ if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
+ {
+ tess = 0.0f;
+ }
+ else
+ {
+ tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
+ tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
+ tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
+ tess.w = (tess.x + tess.y + tess.z) / 3.0f;
+ }
+ return tess;
+ }
+ #endif //ASE_TESS_FUNCS
+ ENDHLSL
+
+
+ Pass
+ {
+
+ Name "Forward"
+ Tags { "LightMode"="UniversalForward" }
+
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZWrite Off
+ ZTest LEqual
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
+ #pragma multi_compile_instancing
+ #pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
-
- Tags
- {
- "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit"
- }
-
- Cull Off
- ZWrite Off
- ZTest LEqual
- Offset 0 , 0
- AlphaToMask Off
-
-
-
- HLSLINCLUDE
- #pragma target 4.5
- #pragma prefer_hlslcc gles
- // ensure rendering platforms toggle list is visible
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
-
- #ifndef ASE_TESS_FUNCS
- #define ASE_TESS_FUNCS
-
- float4 FixedTess(float tessValue)
- {
- return tessValue;
- }
-
- float CalcDistanceTessFactor(float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w,
- float3 cameraPos)
- {
- float3 wpos = mul(o2w, vertex).xyz;
- float dist = distance(wpos, cameraPos);
- float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
- return f;
- }
-
- float4 CalcTriEdgeTessFactors(float3 triVertexFactors)
- {
- float4 tess;
- tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
- tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
- tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
- tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
- return tess;
- }
-
- float CalcEdgeTessFactor(float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams)
- {
- float dist = distance(0.5 * (wpos0 + wpos1), cameraPos);
- float len = distance(wpos0, wpos1);
- float f = max(len * scParams.y / (edgeLen * dist), 1.0);
- return f;
- }
-
- float DistanceFromPlane(float3 pos, float4 plane)
- {
- float d = dot(float4(pos, 1.0f), plane);
- return d;
- }
-
- bool WorldViewFrustumCull(float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6])
- {
- float4 planeTest;
- planeTest.x = ((DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f);
- planeTest.y = ((DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f);
- planeTest.z = ((DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f);
- planeTest.w = ((DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f) +
- ((DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f);
- return !all(planeTest);
- }
-
- float4 DistanceBasedTess(float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist,
- float4x4 o2w, float3 cameraPos)
- {
- float3 f;
- f.x = CalcDistanceTessFactor(v0, minDist, maxDist, tess, o2w, cameraPos);
- f.y = CalcDistanceTessFactor(v1, minDist, maxDist, tess, o2w, cameraPos);
- f.z = CalcDistanceTessFactor(v2, minDist, maxDist, tess, o2w, cameraPos);
-
- return CalcTriEdgeTessFactors(f);
- }
-
- float4 EdgeLengthBasedTess(float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos,
- float4 scParams)
- {
- float3 pos0 = mul(o2w, v0).xyz;
- float3 pos1 = mul(o2w, v1).xyz;
- float3 pos2 = mul(o2w, v2).xyz;
- float4 tess;
- tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- return tess;
- }
-
- float4 EdgeLengthBasedTessCull(float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement,
- float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6])
- {
- float3 pos0 = mul(o2w, v0).xyz;
- float3 pos1 = mul(o2w, v1).xyz;
- float3 pos2 = mul(o2w, v2).xyz;
- float4 tess;
-
- if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
- {
- tess = 0.0f;
- }
- else
- {
- tess.x = CalcEdgeTessFactor(pos1, pos2, edgeLength, cameraPos, scParams);
- tess.y = CalcEdgeTessFactor(pos2, pos0, edgeLength, cameraPos, scParams);
- tess.z = CalcEdgeTessFactor(pos0, pos1, edgeLength, cameraPos, scParams);
- tess.w = (tess.x + tess.y + tess.z) / 3.0f;
- }
- return tess;
- }
- #endif //ASE_TESS_FUNCS
- ENDHLSL
-
-
- Pass
- {
-
- Name "Forward"
- Tags
- {
- "LightMode"="UniversalForward"
- }
-
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZWrite Off
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
-
-
- HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
- #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile _ _LIGHT_LAYERS
- #pragma multi_compile_fragment _ _LIGHT_COOKIES
- #pragma multi_compile _ _FORWARD_PLUS
+ #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+ #pragma multi_compile _ _LIGHT_LAYERS
+ #pragma multi_compile_fragment _ _LIGHT_COOKIES
+ #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
+ #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
+ #pragma multi_compile _ DYNAMICLIGHTMAP_ON
+ #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
- #pragma vertex vert
- #pragma fragment frag
+ #pragma vertex vert
+ #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- #define SHADERPASS SHADERPASS_FORWARD
+ #define SHADERPASS SHADERPASS_FORWARD
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
+ #if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
-
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- half4 fogFactorAndVertexLight : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- float4 probeOcclusion : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _EMISSIONTOGGLE_ON
- float4 _EmissionTint;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
- sampler2D _NormalMap;
- #ifdef _EMISSIONTOGGLE_ON
- sampler2D _EmissionMap;
- #endif
- #ifdef _METALLICMAPTOGGLE_ON
- sampler2D _MetallicMap;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord9.xy = input.texcoord.xy;
- output.ase_texcoord10 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord9.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
- input.normalOS = input.normalOS;
- input.tangentOS = input.tangentOS;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
-
- output.tSpace0 = float4(normalInput.normalWS, vertexInput.positionWS.x);
- output.tSpace1 = float4(normalInput.tangentWS, vertexInput.positionWS.y);
- output.tSpace2 = float4(normalInput.bitangentWS, vertexInput.positionWS.z);
-
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
- #else
- OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.
- zw;
- #endif
-
- OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz,
- GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ),
- output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
-
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
- output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
-
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- output.fogFactorAndVertexLight = 0;
- #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
- output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- output.fogFactorAndVertexLight.yzw = vertexLight;
- #endif
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.tangentOS = input.tangentOS;
- output.texcoord = input.texcoord;
- output.texcoord1 = input.texcoord1;
- output.texcoord2 = input.texcoord2;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ float4 lightmapUVOrVertexSH : TEXCOORD3;
+ #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+ half4 fogFactorAndVertexLight : TEXCOORD4;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON)
+ float2 dynamicLightmapUV : TEXCOORD5;
+ #endif
+ #if defined(USE_APV_PROBE_OCCLUSION)
+ float4 probeOcclusion : TEXCOORD6;
+ #endif
+ float4 ase_texcoord7 : TEXCOORD7;
+ float4 ase_texcoord8 : TEXCOORD8;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _EMISSIONTOGGLE_ON
+ float4 _EmissionTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+ sampler2D _NormalMap;
+ #ifdef _METALLICMAPTOGGLE_ON
+ sampler2D _MetallicMap;
+ #endif
+ #ifdef _EMISSIONTOGGLE_ON
+ sampler2D _EmissionMap;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord7.xy = input.texcoord.xy;
+ output.ase_texcoord8 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord7.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
+
+ OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
+ #if defined(DYNAMICLIGHTMAP_ON)
+ output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+ OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
+
+ #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+ output.fogFactorAndVertexLight = 0;
+ #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
+ output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
+ #endif
+ #ifdef _ADDITIONAL_LIGHTS_VERTEX
+ half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
+ output.fogFactorAndVertexLight.yzw = vertexLight;
+ #endif
+ #endif
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ output.tangentWS.zw = input.texcoord.xy;
+ output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
+ float4 ase_color : COLOR;
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary
- .z;
- output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary
- .z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary
- .z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.texcoord = input.texcoord;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = input.texcoord1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = input.texcoord2;
+ #endif
+ output.ase_color = input.ase_color;
+ return output;
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- half4 frag(PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) *
- _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(
- SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 -
- 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize(input.tSpace0.xyz);
- float3 WorldTangent = input.tSpace1.xyz;
- float3 WorldBiTangent = input.tSpace2.xyz;
- #endif
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ #endif
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
- float3 WorldPosition = float3(input.tSpace0.w, input.tSpace1.w, input.tSpace2.w);
- float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir(WorldPosition);
- float4 ShadowCoords = float4(0, 0, 0, 0);
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos(input.clipPosV);
+ half4 frag ( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ #ifdef _WRITE_RENDERING_LAYERS
+ , out uint outRenderingLayers : SV_Target1
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+ #if defined( _SURFACE_TYPE_TRANSPARENT )
+ const bool isTransparent = true;
+ #else
+ const bool isTransparent = false;
+ #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #endif
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
- WorldViewDirection = SafeNormalize(WorldViewDirection);
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
- float2 texCoord363 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
--_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 + temp_output_1_0_g11671),
- 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord10.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) *
- PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha *
- temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
-max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x +
- break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(
- 0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth *
- float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 *
- _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(
- 0, -1)) * temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(
- 0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).
- a), tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- 0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0),
- _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (
- _PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(0, -1))
- * temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(0, 1))
- * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) +
- WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y +
- break2_g11820.y + break2_g11820.y + break2_g11820.z) / 6.0)
- * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 *
- _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).
- r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y +
- break2_g11855.y + break2_g11855.z) / 6.0), 0.0001),
- max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) *
- _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) *
- _MetalNoiseDistortion)
- + ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) *
- _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) / max(
- _MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 *
- _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) *
- _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((
- temp_output_73_0_g11837 * _FrozenHighlightSpeed)
- + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001), max(_FrozenContrast, 0.0001)) * (
- _FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001), max(_FrozenSnowContrast, 0.0001)) * ((
- _FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839), 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) +
- temp_output_72_0_g11831) * _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y +
- break2_g11835.z) / 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ // @diogo: mikktspace compliant
+ float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
- float2 temp_output_11_0_g11915 = finalUV146;
- float3 unpack3_g11915 = UnpackNormalScale(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity);
- unpack3_g11915.z = lerp(1, unpack3_g11915.z, saturate(_NormalIntensity));
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ float3 TangentWS = input.tangentWS.xyz * renormFactor;
+ float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
+ float3 NormalWS = input.normalWS * renormFactor;
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915);
- float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic);
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
+ float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity );
+ unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) );
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 );
+ float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic );
+ #else
+ float staticSwitch23_g11942 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r );
+ #else
+ float staticSwitch22_g11942 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 );
+ float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b));
+ float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a );
+ #else
+ float3 staticSwitch13_g11942 = float3( 0, 0, 0 );
+ #endif
+
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r);
- #else
- float staticSwitch22_g11915 = _Smoothness;
- #endif
+ float3 BaseColor = temp_output_340_0.rgb;
+ float3 Normal = unpack3_g11942;
+ float3 Specular = 0.5;
+ float Metallic = staticSwitch23_g11942;
+ float Smoothness = staticSwitch22_g11942;
+ float Occlusion = 1;
+ float3 Emission = staticSwitch13_g11942;
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+ float AlphaClipThresholdShadow = _ShadowClip;
+ float3 BakedGI = 0;
+ float3 RefractionColor = 1;
+ float RefractionIndex = 1;
+ float3 Transmission = 1;
+ float3 Translucency = 1;
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = ClipPos.z;
+ #endif
- float3 BaseColor = temp_output_340_0.rgb;
- float3 Normal = unpack3_g11915;
- float3 Emission = staticSwitch13_g11915;
- float3 Specular = 0.5;
- float Metallic = staticSwitch23_g11915;
- float Smoothness = staticSwitch22_g11915;
- float Occlusion = 1;
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float AlphaClipThresholdShadow = _ShadowClip;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
+ #ifdef _CLEARCOAT
+ float CoatMask = 0;
+ float CoatSmoothness = 0;
+ #endif
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
- #ifdef _CLEARCOAT
- float CoatMask = 0;
- float CoatSmoothness = 0;
- #endif
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
+ ShadowCoord = TransformWorldToShadowCoord( PositionWS );
+ #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
+ InputData inputData = (InputData)0;
+ inputData.positionWS = PositionWS;
+ inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
+ inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
+ inputData.viewDirectionWS = ViewDirWS;
+ inputData.shadowCoord = ShadowCoord;
- InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.positionCS = input.positionCS;
- inputData.viewDirectionWS = WorldViewDirection;
+ #ifdef _NORMALMAP
+ #if _NORMAL_DROPOFF_TS
+ inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
+ #elif _NORMAL_DROPOFF_OS
+ inputData.normalWS = TransformObjectToWorldNormal(Normal);
+ #elif _NORMAL_DROPOFF_WS
+ inputData.normalWS = Normal;
+ #endif
+ inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
+ #else
+ inputData.normalWS = NormalWS;
+ #endif
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS =
- TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- #else
- inputData.normalWS = WorldNormal;
- #endif
+ #ifdef ASE_FOG
+ inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
+ #endif
+ #ifdef _ADDITIONAL_LIGHTS_VERTEX
+ inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
+ #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- inputData.shadowCoord = ShadowCoords;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
- #else
- inputData.shadowCoord = float4(0, 0, 0, 0);
- #endif
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float3 SH = SampleSH(inputData.normalWS.xyz);
+ #else
+ float3 SH = input.lightmapUVOrVertexSH.xyz;
+ #endif
- #ifdef ASE_FOG
- inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0),
- input.fogFactorAndVertexLight.x);
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
+ #if defined(_SCREEN_SPACE_IRRADIANCE)
+ inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy);
+ #elif defined(DYNAMICLIGHTMAP_ON)
+ inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
+ inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
+ #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
+ inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS),
+ inputData.normalWS,
+ inputData.viewDirectionWS,
+ input.positionCS.xy,
+ input.probeOcclusion,
+ inputData.shadowMask );
+ #else
+ inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
+ inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
+ #endif
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = input.lightmapUVOrVertexSH.xyz;
- #endif
+ #ifdef ASE_BAKEDGI
+ inputData.bakedGI = BakedGI;
+ #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH,
- inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- inputData.bakedGI = SAMPLE_GI(SH, GetAbsolutePositionWS(inputData.positionWS),
- inputData.normalWS,
- inputData.viewDirectionWS,
- input.positionCS.xy,
- input.probeOcclusion,
- inputData.shadowMask);
- #else
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #endif
+ #if defined(DEBUG_DISPLAY)
+ #if defined(DYNAMICLIGHTMAP_ON)
+ inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
+ #endif
+ #if defined(LIGHTMAP_ON)
+ inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
+ #else
+ inputData.vertexSH = SH;
+ #endif
+ #if defined(USE_APV_PROBE_OCCLUSION)
+ inputData.probeOcclusion = input.probeOcclusion;
+ #endif
+ #endif
- #ifdef ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
+ SurfaceData surfaceData;
+ surfaceData.albedo = BaseColor;
+ surfaceData.metallic = saturate(Metallic);
+ surfaceData.specular = Specular;
+ surfaceData.smoothness = saturate(Smoothness),
+ surfaceData.occlusion = Occlusion,
+ surfaceData.emission = Emission,
+ surfaceData.alpha = saturate(Alpha);
+ surfaceData.normalTS = Normal;
+ surfaceData.clearCoatMask = 0;
+ surfaceData.clearCoatSmoothness = 1;
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
+ #ifdef _CLEARCOAT
+ surfaceData.clearCoatMask = saturate(CoatMask);
+ surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
+ #endif
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
- #else
- inputData.vertexSH = SH;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- inputData.probeOcclusion = input.probeOcclusion;
- #endif
- #endif
+ #if defined(_DBUFFER)
+ ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
+ #endif
- SurfaceData surfaceData;
- surfaceData.albedo = BaseColor;
- surfaceData.metallic = saturate(Metallic);
- surfaceData.specular = Specular;
- surfaceData.smoothness = saturate(Smoothness),
- surfaceData.occlusion = Occlusion,
- surfaceData.emission = Emission,
- surfaceData.alpha = saturate(Alpha);
- surfaceData.normalTS = Normal;
- surfaceData.clearCoatMask = 0;
- surfaceData.clearCoatSmoothness = 1;
+ #ifdef ASE_LIGHTING_SIMPLE
+ half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
+ #else
+ half4 color = UniversalFragmentPBR( inputData, surfaceData);
+ #endif
- #ifdef _CLEARCOAT
- surfaceData.clearCoatMask = saturate(CoatMask);
- surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
- #endif
+ #ifdef ASE_TRANSMISSION
+ {
+ float shadow = _TransmissionShadow;
- #ifdef _DBUFFER
- ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
- #endif
-
- #ifdef _ASE_LIGHTING_SIMPLE
- half4 color = UniversalFragmentBlinnPhong(inputData, surfaceData);
- #else
- half4 color = UniversalFragmentPBR(inputData, surfaceData);
- #endif
-
- #ifdef ASE_TRANSMISSION
- {
- float shadow = _TransmissionShadow;
-
- #define SUM_LIGHT_TRANSMISSION(Light)\
+ #define SUM_LIGHT_TRANSMISSION(Light)\
float3 atten = Light.color * Light.distanceAttenuation;\
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
color.rgb += BaseColor * transmission;
- SUM_LIGHT_TRANSMISSION(GetMainLight(inputData.shadowCoord));
+ SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
- #if defined(_ADDITIONAL_LIGHTS)
- uint meshRenderingLayers = GetMeshRenderingLayer();
- uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
- [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS);
- lightIndex++)
- {
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ #if defined(_ADDITIONAL_LIGHTS)
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+ uint pixelLightCount = GetAdditionalLightsCount();
+ #if USE_CLUSTER_LIGHT_LOOP
+ [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
+ {
+ CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
- #ifdef _LIGHT_LAYERS
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSMISSION(light);
- }
+ #ifdef _LIGHT_LAYERS
+ Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ SUM_LIGHT_TRANSMISSION( light );
+ }
}
- #endif
- LIGHT_LOOP_BEGIN(pixelLightCount)
- #ifdef _LIGHT_LAYERS
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSMISSION(light);
- }
- LIGHT_LOOP_END
- #endif
+ #endif
+ LIGHT_LOOP_BEGIN( pixelLightCount )
+ #ifdef _LIGHT_LAYERS
+ Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ SUM_LIGHT_TRANSMISSION( light );
+ }
+ LIGHT_LOOP_END
+ #endif
}
- #endif
+ #endif
- #ifdef ASE_TRANSLUCENCY
- {
- float shadow = _TransShadow;
- float normal = _TransNormal;
- float scattering = _TransScattering;
- float direct = _TransDirect;
- float ambient = _TransAmbient;
- float strength = _TransStrength;
+ #ifdef ASE_TRANSLUCENCY
+ {
+ float shadow = _TransShadow;
+ float normal = _TransNormal;
+ float scattering = _TransScattering;
+ float direct = _TransDirect;
+ float ambient = _TransAmbient;
+ float strength = _TransStrength;
- #define SUM_LIGHT_TRANSLUCENCY(Light)\
+ #define SUM_LIGHT_TRANSLUCENCY(Light)\
float3 atten = Light.color * Light.distanceAttenuation;\
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
half3 lightDir = Light.direction + inputData.normalWS * normal;\
@@ -4909,35489 +4393,30730 @@ max(_SplitToningContrast, 0.0001))), _SplitToningFade);
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
color.rgb += BaseColor * translucency * strength;
- SUM_LIGHT_TRANSLUCENCY(GetMainLight(inputData.shadowCoord));
+ SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
- #if defined(_ADDITIONAL_LIGHTS)
- uint meshRenderingLayers = GetMeshRenderingLayer();
- uint pixelLightCount = GetAdditionalLightsCount();
- #if USE_FORWARD_PLUS
- [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS);
- lightIndex++)
- {
- FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
+ #if defined(_ADDITIONAL_LIGHTS)
+ uint meshRenderingLayers = GetMeshRenderingLayer();
+ uint pixelLightCount = GetAdditionalLightsCount();
+ #if USE_CLUSTER_LIGHT_LOOP
+ [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
+ {
+ CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
- #ifdef _LIGHT_LAYERS
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSLUCENCY(light);
- }
+ #ifdef _LIGHT_LAYERS
+ Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ SUM_LIGHT_TRANSLUCENCY( light );
+ }
}
- #endif
- LIGHT_LOOP_BEGIN(pixelLightCount)
- #ifdef _LIGHT_LAYERS
- Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
- if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
- #endif
- {
- SUM_LIGHT_TRANSLUCENCY(light);
- }
- LIGHT_LOOP_END
- #endif
+ #endif
+ LIGHT_LOOP_BEGIN( pixelLightCount )
+ #ifdef _LIGHT_LAYERS
+ Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
+ if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
+ #endif
+ {
+ SUM_LIGHT_TRANSLUCENCY( light );
+ }
+ LIGHT_LOOP_END
+ #endif
}
- #endif
+ #endif
- #ifdef ASE_REFRACTION
- float4 projScreenPos = ScreenPos / ScreenPos.w;
- float3 refractionOffset = (RefractionIndex - 1.0) * mul(UNITY_MATRIX_V, float4(WorldNormal, 0)).xyz * (
- 1.0 - dot(WorldNormal, WorldViewDirection));
- projScreenPos.xy += refractionOffset.xy;
- float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR(projScreenPos.xy) * RefractionColor;
- color.rgb = lerp(refraction, color.rgb, color.a);
- color.a = 1;
- #endif
+ #ifdef ASE_REFRACTION
+ float4 projScreenPos = ScreenPos / ScreenPos.w;
+ float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
+ projScreenPos.xy += refractionOffset.xy;
+ float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
+ color.rgb = lerp( refraction, color.rgb, color.a );
+ color.a = 1;
+ #endif
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
+ #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
+ color.rgb *= color.a;
+ #endif
- #ifdef ASE_FOG
- #ifdef TERRAIN_SPLAT_ADDPASS
- color.rgb = MixFogColor(color.rgb, half3(0, 0, 0), inputData.fogCoord);
- #else
- color.rgb = MixFog(color.rgb, inputData.fogCoord);
- #endif
- #endif
+ #ifdef ASE_FOG
+ #ifdef TERRAIN_SPLAT_ADDPASS
+ color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
+ #else
+ color.rgb = MixFog(color.rgb, inputData.fogCoord);
+ #endif
+ #endif
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
+ #ifdef _WRITE_RENDERING_LAYERS
+ outRenderingLayers = EncodeMeshRenderingLayer();
+ #endif
- return color;
- }
- ENDHLSL
- }
+ #if defined( ASE_OPAQUE_KEEP_ALPHA )
+ return half4( color.rgb, color.a );
+ #else
+ return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "ShadowCaster"
+ Tags { "LightMode"="ShadowCaster" }
+
+ ZWrite On
+ ZTest LEqual
+ AlphaToMask Off
+ ColorMask 0
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- Pass
- {
+ #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
- Name "ShadowCaster"
- Tags
- {
- "LightMode"="ShadowCaster"
- }
+ #pragma vertex vert
+ #pragma fragment frag
- ZWrite On
- ZTest LEqual
- AlphaToMask Off
- ColorMask 0
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #define SHADERPASS SHADERPASS_SHADOWCASTER
-
- #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_SHADOWCASTER
-
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
+ #if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- float3 _LightDirection;
- float3 _LightPosition;
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
-
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- float3 normalWS = TransformObjectToWorldDir(input.normalOS);
-
- #if _CASTING_PUNCTUAL_LIGHT_SHADOW
- float3 lightDirectionWS = normalize(_LightPosition - positionWS);
- #else
- float3 lightDirectionWS = _LightDirection;
- #endif
-
- float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
-
- //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
- positionCS = ApplyShadowClamping(positionCS);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = positionCS;
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- output.positionCS = positionCS;
- output.clipPosV = positionCS;
- output.positionWS = positionWS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 _LightDirection;
+ float3 _LightPosition;
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord1.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
+ float3 normalWS = TransformObjectToWorldDir(input.normalOS);
+
+ #if _CASTING_PUNCTUAL_LIGHT_SHADOW
+ float3 lightDirectionWS = normalize(_LightPosition - positionWS);
+ #else
+ float3 lightDirectionWS = _LightDirection;
+ #endif
+
+ float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
+
+ //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher
+ positionCS = ApplyShadowClamping(positionCS);
+
+ output.positionCS = positionCS;
+ output.positionWS = positionWS;
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].
- ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.ase_texcoord = input.ase_texcoord;
+ output.ase_color = input.ase_color;
+ return output;
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- half4 frag(PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
- float3 WorldPosition = input.positionWS;
- float4 ShadowCoords = float4(0, 0, 0, 0);
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos(input.clipPosV);
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #endif
- #endif
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
- float2 texCoord363 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0),
- float3(0, 0, 1), (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord4.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0),
- float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) *
- 2.0 *
- _DirectionalDistortionRandomDirection) *
- PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) +
- -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) *
- _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle /
- 360.0)
- * PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
-clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * (
- (_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11765) * temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) +
- temp_output_75_0_g11771) *
- _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth
- * float2(-1, 0)) * temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0),
- 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (
- _PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11787))).a) *
- 3.0),
- 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) +
- 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))),
- (max(pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) +
- WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820
- .y + break2_g11820.y + break2_g11820.z) / 6.0) *
- _GlitchBrightness
- * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID( input );
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+ float AlphaClipThresholdShadow = _ShadowClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ #if defined( _ALPHATEST_SHADOW_ON )
+ AlphaDiscard( Alpha, AlphaClipThresholdShadow );
+ #else
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return 0;
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "DepthOnly"
+ Tags { "LightMode"="DepthOnly" }
+
+ ZWrite On
+ ColorMask R
+ AlphaToMask Off
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float AlphaClipThresholdShadow = _ShadowClip;
+ #pragma vertex vert
+ #pragma fragment frag
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- #ifdef _ALPHATEST_SHADOW_ON
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThresholdShadow);
- #else
- clip(Alpha - AlphaClipThreshold);
- #endif
- #endif
+ #define SHADERPASS SHADERPASS_DEPTHONLY
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return 0;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "DepthOnly"
- Tags
- {
- "LightMode"="DepthOnly"
- }
-
- ZWrite On
- ColorMask R
- AlphaToMask Off
-
- HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_DEPTHONLY
-
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
+ #if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD2;
- #endif
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y +
- _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord3.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord3.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- output.positionWS = vertexInput.positionWS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord1.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].
- ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
- }
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
-
- half4 frag(PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- ) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- float3 WorldPosition = input.positionWS;
- float4 ShadowCoords = float4(0, 0, 0, 0);
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos(input.clipPosV);
-
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #endif
- #endif
-
- float2 texCoord363 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 +
- temp_output_1_0_g11671), 0.0),
- float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord4.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(
- 0.321, 0.321)) * _FullDistortionNoiseScale))
- .r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionDistortionScale))
- .r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion,
- 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5)
- * 2.0 *
- _DirectionalDistortionRandomDirection)
- * PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed *
- shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730))
- * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord3.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(
- clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05)))
- * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771,
- clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(
- saferPower57_g11803,
- max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb * temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale))
- .r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
-(temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0, 1)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0.705, -0.705)) * temp_output_25_0_g11782)))
- .a), tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (
- _OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0, -1)) *
- temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0, 1)) *
- temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(1, 0))
- *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth
- * float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(0.705, -0.705))
- * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(
- 0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(-1, 0)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) *
- 3.0), 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed *
- temp_output_44_0_g11815 * 0.2)) + WorldPosition
- .y) / temp_output_44_0_g11815) *
- _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y +
- break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
-
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
-
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
-
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return 0;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "Meta"
- Tags
- {
- "LightMode"="Meta"
- }
-
- Cull Off
-
- HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
- #pragma shader_feature EDITOR_VISUALIZATION
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_META
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
-
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- #ifdef EDITOR_VISUALIZATION
- float4 VizUV : TEXCOORD2;
- float4 LightCoord : TEXCOORD3;
- #endif
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _EMISSIONTOGGLE_ON
- float4 _EmissionTint;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
- #ifdef _EMISSIONTOGGLE_ON
- sampler2D _EmissionMap;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.texcoord0.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.texcoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.texcoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.texcoord0.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord5 = screenPos;
-
- output.ase_texcoord4.xy = input.texcoord0.xy;
- output.ase_texcoord6 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord4.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
-
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- output.positionWS = positionWS;
- #endif
-
- output.positionCS = MetaVertexPosition(input.positionOS, input.texcoord1.xy, input.texcoord1.xy,
- unity_LightmapST, unity_DynamicLightmapST);
-
- #ifdef EDITOR_VISUALIZATION
- float2 VizUV = 0;
- float4 LightCoord = 0;
- UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy,
- VizUV, LightCoord);
- output.VizUV = float4(VizUV, 0, 0);
- output.LightCoord = LightCoord;
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- VertexPositionInputs vertexInput = (VertexPositionInputs)0;
- vertexInput.positionWS = positionWS;
- vertexInput.positionCS = output.positionCS;
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 texcoord0 : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.texcoord0 = input.texcoord0;
- output.texcoord1 = input.texcoord1;
- output.texcoord2 = input.texcoord2;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.ase_texcoord = input.ase_texcoord;
+ output.ase_color = input.ase_color;
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary
- .z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary
- .z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary
- .z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
- }
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
-
- half4 frag(PackedVaryings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
- #endif
-
- float4 ShadowCoords = float4(0, 0, 0, 0);
-
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #endif
- #endif
-
- float2 texCoord363 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = input.ase_texcoord5;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 +
- temp_output_1_0_g11671), 0.0),
- float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord6.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 *
- _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -
- 0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) *
- _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed *
- temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord4.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) *
- PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord4.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord4.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11765) * temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(
- clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803,
- max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y +
- break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord4.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord4.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth *
- float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(0, 1))
- *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11782))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min(
- (max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- +
- ((
- _OuterOutlineWidth
- *
- float2(
- 0,
- -
- 1))
- *
- temp_output_25_0_g11810)))
- .a,
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- +
- ((
- _OuterOutlineWidth
- *
- float2(
- 0,
- 1))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- *
- float2(
- -
- 1,
- 0))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- *
- float2(
- 1,
- 0))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(
- _MainTex,
- (temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- 0.705,
- 0.705))
- * temp_output_25_0_g11810)))
- .a),
- tex2D(
- _MainTex,
- (temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- -0.705,
- 0.705)) *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb * temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, -1)) * temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(-1, 0)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(
- 1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) /
- 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))),
- (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) +
- WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820
- .y + break2_g11820.y + break2_g11820.z) / 6.0) *
- _GlitchBrightness
- * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord4.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord4.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord4.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord4.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float2 temp_output_11_0_g11915 = finalUV146;
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
-
-
- float3 BaseColor = temp_output_340_0.rgb;
- float3 Emission = staticSwitch13_g11915;
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
-
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
-
- MetaInput metaInput = (MetaInput)0;
- metaInput.Albedo = BaseColor;
- metaInput.Emission = Emission;
- #ifdef EDITOR_VISUALIZATION
- metaInput.VizUV = input.VizUV.xy;
- metaInput.LightCoord = input.LightCoord;
- #endif
-
- return UnityMetaFragment(metaInput);
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "Universal2D"
- Tags
- {
- "LightMode"="Universal2D"
- }
-
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
- HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_2D
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 positionWS : TEXCOORD0;
- #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD1;
- #endif
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord3 = screenPos;
-
- output.ase_texcoord2.xy = input.ase_texcoord.xy;
- output.ase_texcoord4 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord2.zw = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
-
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- output.positionWS = vertexInput.positionWS;
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- output.positionCS = vertexInput.positionCS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
-
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].
- ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- half4 frag(PackedVaryings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
- #if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
- float3 WorldPosition = input.positionWS;
- #endif
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float4 ShadowCoords = float4(0, 0, 0, 0);
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #endif
- #endif
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
- float2 texCoord363 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = input.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 +
- temp_output_1_0_g11671), 0.0),
- float3(0, 0, 1),
- (clampResult29_g11671 *
- temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord4.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord4.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0),
- float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) *
- 2.0 *
- _DirectionalDistortionRandomDirection) *
- PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) *
- _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
-float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
-(sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0)
- * PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * (
- (_SmokeVertexSeed) ? (5.0) : (0.0))) +
- temp_output_43_0_g11765) * temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
-((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 *
- _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11782))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) +
- temp_output_7_0_g11810) * _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth
- * float2(-1, 0)) * temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, 0.705)) * temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, -0.705)) * temp_output_25_0_g11810))).a) * 3.0),
- 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (
- _PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(
- 0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0),
- 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) /
- 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))),
- (max(pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) +
- WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y +
- break2_g11820
- .y + break2_g11820.y + break2_g11820.z) / 6.0) *
- _GlitchBrightness
- * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return 0;
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "Meta"
+ Tags { "LightMode"="Meta" }
+
+ Cull Off
+
+ HLSLPROGRAM
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
+
+ #pragma shader_feature EDITOR_VISUALIZATION
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
+
+ #define SHADERPASS SHADERPASS_META
+
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
- float3 BaseColor = temp_output_340_0.rgb;
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
- half4 color = half4(BaseColor, Alpha);
+ struct PackedVaryings
+ {
+ float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ #ifdef EDITOR_VISUALIZATION
+ float4 VizUV : TEXCOORD1;
+ float4 LightCoord : TEXCOORD2;
+ #endif
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_texcoord5 : TEXCOORD5;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _EMISSIONTOGGLE_ON
+ float4 _EmissionTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
- return color;
- }
- ENDHLSL
- }
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+ #ifdef _EMISSIONTOGGLE_ON
+ sampler2D _EmissionMap;
+ #endif
- Pass
- {
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
- Name "DepthNormals"
- Tags
- {
- "LightMode"="DepthNormals"
- }
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- ZWrite On
- Blend One Zero
- ZTest LEqual
- ZWrite On
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord4 = screenPos;
+
+ output.ase_texcoord3.xy = input.texcoord.xy;
+ output.ase_texcoord5 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord3.zw = 0;
- HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ #ifdef EDITOR_VISUALIZATION
+ float2 VizUV = 0;
+ float4 LightCoord = 0;
+ UnityEditorVizData(input.positionOS.xyz, input.texcoord.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
+ output.VizUV = float4(VizUV, 0, 0);
+ output.LightCoord = LightCoord;
+ #endif
+
+ output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
+ output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 texcoord1 : TEXCOORD1;
+ float4 texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.texcoord = input.texcoord;
+ output.texcoord1 = input.texcoord1;
+ output.texcoord2 = input.texcoord2;
+ output.ase_color = input.ase_color;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag(PackedVaryings input ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+
+ float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = input.ase_texcoord4;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord5.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 );
+ float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b));
+ float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a );
+ #else
+ float3 staticSwitch13_g11942 = float3( 0, 0, 0 );
+ #endif
+
+
+ float3 BaseColor = temp_output_340_0.rgb;
+ float3 Emission = staticSwitch13_g11942;
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ MetaInput metaInput = (MetaInput)0;
+ metaInput.Albedo = BaseColor;
+ metaInput.Emission = Emission;
+ #ifdef EDITOR_VISUALIZATION
+ metaInput.VizUV = input.VizUV.xy;
+ metaInput.LightCoord = input.LightCoord;
+ #endif
+
+ return UnityMetaFragment(metaInput);
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "Universal2D"
+ Tags { "LightMode"="Universal2D" }
+
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZWrite On
+ ZTest LEqual
+ Offset 0 , 0
+ ColorMask RGBA
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- #pragma vertex vert
- #pragma fragment frag
+ #pragma vertex vert
+ #pragma fragment frag
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
- //#define SHADERPASS SHADERPASS_DEPTHNORMALS
+ #define SHADERPASS SHADERPASS_2D
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID( input );
+ UNITY_TRANSFER_INSTANCE_ID( input, output );
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord2 = screenPos;
+
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord3 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord1.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ return output;
+ }
+
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.ase_texcoord = input.ase_texcoord;
+ output.ase_color = input.ase_color;
+ return output;
+ }
+
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
+
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag(PackedVaryings input ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID( input );
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 screenPos = input.ase_texcoord2;
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord3.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord3.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ float3 BaseColor = temp_output_340_0.rgb;
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+
+ half4 color = half4(BaseColor, Alpha );
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ return color;
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "DepthNormals"
+ Tags { "LightMode"="DepthNormals" }
+
+ ZWrite On
+ Blend One Zero
+ ZTest LEqual
+ ZWrite On
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma multi_compile_instancing
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
+
+
+ #pragma vertex vert
+ #pragma fragment frag
+
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
+
+ #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
+ //#define SHADERPASS SHADERPASS_DEPTHNORMALS
+
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
+ #if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float3 positionWS : TEXCOORD1;
- float3 normalWS : TEXCOORD2;
- float4 tangentWS : TEXCOORD3;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- float4 shadowCoord : TEXCOORD4;
- #endif
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_texcoord6 : TEXCOORD6;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- sampler2D _NormalMap;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4(
- (temp_output_27_0_g11725 *
- _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord5.xy = input.ase_texcoord.xy;
- output.ase_texcoord6 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord5.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
- input.tangentOS = input.tangentOS;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
-
- float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
- float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- output.positionWS = vertexInput.positionWS;
- output.normalWS = normalWS;
- output.tangentWS = tangentWS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.tangentOS = input.tangentOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ half4 texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ sampler2D _NormalMap;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord3.xy = input.texcoord.xy;
+ output.ase_texcoord4 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord3.zw = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ output.tangentWS.zw = input.texcoord.xy;
+ output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
-float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary
- .z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].
- ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.texcoord = input.texcoord;
+ output.ase_color = input.ase_color;
+ return output;
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- void frag(PackedVaryings input
- , out half4 outNormalWS : SV_Target0
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- #ifdef _WRITE_RENDERING_LAYERS
- , out float4 outRenderingLayers : SV_Target1
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
- float4 ShadowCoords = float4(0, 0, 0, 0);
- float3 WorldNormal = input.normalWS;
- float4 WorldTangent = input.tangentWS;
- float3 WorldPosition = input.positionWS;
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos(input.clipPosV);
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
- #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #endif
- #endif
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
- float2 texCoord363 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 +
- temp_output_1_0_g11671), 0.0),
- float3(0, 0, 1),
- (clampResult29_g11671 *
- temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord6.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord6.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0),
- float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) *
- 2.0 *
- _DirectionalDistortionRandomDirection) *
- PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) *
- _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) *
- _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord5.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord5.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord5.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_11_0_g11915 = finalUV146;
- float3 unpack3_g11915 = UnpackNormalScale(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity);
- unpack3_g11915.z = lerp(1, unpack3_g11915.z, saturate(_NormalIntensity));
+ void frag( PackedVaryings input
+ , out half4 outNormalWS : SV_Target0
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ #ifdef _WRITE_RENDERING_LAYERS
+ , out uint outRenderingLayers : SV_Target1
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha *
- temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w *
- _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(
- saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(
- max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g),
- break12_g11785.b), 1.0)),
- 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord5.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord5.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth
- * float2(0, -1)) * temp_output_25_0_g11782)))
- .a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0, 1)) * temp_output_25_0_g11782)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- 0, -1))
- *
- temp_output_25_0_g11810)))
- .a,
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- 0, 1)) *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 +
- ((_OuterOutlineWidth *
- float2(1, 0)) *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
-(temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, -1)) * temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(
- -1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(1, 0)) *
- temp_output_209_0_g11787))).a) *
- 3.0), 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001),
- max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + WorldPosition.y)
- /
- temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).
- r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y +
- break2_g11820.y + break2_g11820.z) / 6.0) * _GlitchBrightness *
- hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 *
- _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord5.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord5.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord5.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord5.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
+ float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
+
+ // @diogo: mikktspace compliant
+ float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ float3 TangentWS = input.tangentWS.xyz * renormFactor;
+ float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
+ float3 NormalWS = input.normalWS * renormFactor;
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
+
+ float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity );
+ unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) );
+
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ float3 Normal = unpack3_g11942;
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #if defined(_GBUFFER_NORMALS_OCT)
+ float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
+ float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
+ half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
+ outNormalWS = half4(packedNormalWS, 0.0);
+ #else
+ #if defined(_NORMALMAP)
+ #if _NORMAL_DROPOFF_TS
+ float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
+ #elif _NORMAL_DROPOFF_OS
+ float3 normalWS = TransformObjectToWorldNormal(Normal);
+ #elif _NORMAL_DROPOFF_WS
+ float3 normalWS = Normal;
+ #endif
+ #else
+ float3 normalWS = NormalWS;
+ #endif
+ outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
+ #endif
+
+ #ifdef _WRITE_RENDERING_LAYERS
+ outRenderingLayers = EncodeMeshRenderingLayer();
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "GBuffer"
+ Tags { "LightMode"="UniversalGBuffer" }
+
+ Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
+ ZWrite On
+ ZTest LEqual
+ Offset 0 , 0
+ ColorMask RGBA
+
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
+ #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
+ #pragma multi_compile_instancing
+ #pragma instancing_options renderinglayer
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- float3 Normal = unpack3_g11915;
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
+ // Deferred Rendering Path does not support the OpenGL-based graphics API:
+ // Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
+ #pragma exclude_renderers glcore gles3
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
+ #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
+ #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
+ #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
+ #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
+ #pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
+ #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
+ #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
+ #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
+ #pragma multi_compile _ _CLUSTER_LIGHT_LOOP
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
+ #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
+ #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
+ #pragma multi_compile _ SHADOWS_SHADOWMASK
+ #pragma multi_compile _ DIRLIGHTMAP_COMBINED
+ #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
+ #pragma multi_compile _ LIGHTMAP_ON
+ #pragma multi_compile_fragment _ LIGHTMAP_BICUBIC_SAMPLING
+ #pragma multi_compile_fragment _ REFLECTION_PROBE_ROTATION
+ #pragma multi_compile _ DYNAMICLIGHTMAP_ON
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
+ #pragma vertex vert
+ #pragma fragment frag
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- #if defined(_GBUFFER_NORMALS_OCT)
- float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
- float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
- half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
- outNormalWS = half4(packedNormalWS, 0.0);
- #else
- #if defined(_NORMALMAP)
- #if _NORMAL_DROPOFF_TS
- float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
- float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
- float3 normalWS =
- TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
- #elif _NORMAL_DROPOFF_OS
- float3 normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- float3 normalWS = Normal;
- #endif
- #else
- float3 normalWS = WorldNormal;
- #endif
- outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
- #endif
+ #define SHADERPASS SHADERPASS_GBUFFER
- #ifdef _WRITE_RENDERING_LAYERS
- uint renderingLayers = GetMeshRenderingLayer();
- outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
- #endif
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "GBuffer"
- Tags
- {
- "LightMode"="UniversalGBuffer"
- }
-
- Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
- ZWrite On
- ZTest LEqual
- Offset 0 , 0
- ColorMask RGBA
-
-
- HLSLPROGRAM
- #pragma multi_compile_fragment _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma instancing_options renderinglayer
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_fog
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
- #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
- #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
- #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
- #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
-
- #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
- #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
- #pragma multi_compile _ SHADOWS_SHADOWMASK
- #pragma multi_compile _ DIRLIGHTMAP_COMBINED
- #pragma multi_compile _ USE_LEGACY_LIGHTMAPS
- #pragma multi_compile _ LIGHTMAP_ON
- #pragma multi_compile _ DYNAMICLIGHTMAP_ON
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SHADERPASS SHADERPASS_GBUFFER
-
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
+ #if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
- #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
- #define ENABLE_TERRAIN_PERPIXEL_NORMAL
- #endif
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_FRAG_SCREEN_POSITION
- #define ASE_NEEDS_WORLD_POSITION
- #define ASE_NEEDS_FRAG_WORLD_POSITION
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
- #pragma shader_feature _EMISSIONTOGGLE_ON
- #pragma shader_feature _METALLICMAPTOGGLE_ON
-
-
- #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
- #define ASE_SV_DEPTH SV_DepthLessEqual
- #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
- #else
- #define ASE_SV_DEPTH SV_Depth
- #define ASE_SV_POSITION_QUALIFIERS
- #endif
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
- float4 clipPosV : TEXCOORD0;
- float4 lightmapUVOrVertexSH : TEXCOORD1;
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- half4 fogFactorAndVertexLight : TEXCOORD2;
- #endif
- float4 tSpace0 : TEXCOORD3;
- float4 tSpace1 : TEXCOORD4;
- float4 tSpace2 : TEXCOORD5;
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- float4 shadowCoord : TEXCOORD6;
- #endif
- #if defined(DYNAMICLIGHTMAP_ON)
- float2 dynamicLightmapUV : TEXCOORD7;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- float4 probeOcclusion : TEXCOORD8;
- #endif
- float4 ase_texcoord9 : TEXCOORD9;
- float4 ase_texcoord10 : TEXCOORD10;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- #ifdef _EMISSIONTOGGLE_ON
- float4 _EmissionTint;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
- sampler2D _NormalMap;
- #ifdef _EMISSIONTOGGLE_ON
- sampler2D _EmissionMap;
- #endif
- #ifdef _METALLICMAPTOGGLE_ON
- sampler2D _MetallicMap;
- #endif
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord9.xy = input.texcoord.xy;
- output.ase_texcoord10 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord9.zw = 0;
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
- input.tangentOS = input.tangentOS;
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
- VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
-
- output.tSpace0 = float4(normalInput.normalWS, vertexInput.positionWS.x);
- output.tSpace1 = float4(normalInput.tangentWS, vertexInput.positionWS.y);
- output.tSpace2 = float4(normalInput.bitangentWS, vertexInput.positionWS.z);
-
- #if defined(LIGHTMAP_ON)
- OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
- #endif
-
- #if defined(DYNAMICLIGHTMAP_ON)
- output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.
- zw;
- #endif
-
- OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz,
- GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ),
- output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
-
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- output.lightmapUVOrVertexSH.zw = input.texcoord.xy;
- output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
- #endif
-
- #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
- output.fogFactorAndVertexLight = 0;
- #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
- // @diogo: no fog applied in GBuffer
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
- output.fogFactorAndVertexLight.yzw = vertexLight;
- #endif
- #endif
-
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- output.shadowCoord = GetShadowCoord(vertexInput);
- #endif
-
- output.positionCS = vertexInput.positionCS;
- output.clipPosV = vertexInput.positionCS;
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 tangentOS : TANGENT;
- float4 texcoord : TEXCOORD0;
- float4 texcoord1 : TEXCOORD1;
- float4 texcoord2 : TEXCOORD2;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.tangentOS = input.tangentOS;
- output.texcoord = input.texcoord;
- output.texcoord1 = input.texcoord1;
- output.texcoord2 = input.texcoord2;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
+ #define ENABLE_TERRAIN_PERPIXEL_NORMAL
+ #endif
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+ #pragma shader_feature _METALLICMAPTOGGLE_ON
+ #pragma shader_feature _EMISSIONTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ half3 normalWS : TEXCOORD1;
+ float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
+ float4 lightmapUVOrVertexSH : TEXCOORD3;
+ #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+ half4 fogFactorAndVertexLight : TEXCOORD4;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON)
+ float2 dynamicLightmapUV : TEXCOORD5;
+ #endif
+ #if defined(USE_APV_PROBE_OCCLUSION)
+ float4 probeOcclusion : TEXCOORD6;
+ #endif
+ float4 ase_texcoord7 : TEXCOORD7;
+ float4 ase_texcoord8 : TEXCOORD8;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ #ifdef _EMISSIONTOGGLE_ON
+ float4 _EmissionTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+ sampler2D _NormalMap;
+ #ifdef _METALLICMAPTOGGLE_ON
+ sampler2D _MetallicMap;
+ #endif
+ #ifdef _EMISSIONTOGGLE_ON
+ sampler2D _EmissionMap;
+ #endif
+
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord7.xy = input.texcoord.xy;
+ output.ase_texcoord8 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord7.zw = 0;
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+ input.tangentOS = input.tangentOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+ VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
+
+ OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
+ #if defined(DYNAMICLIGHTMAP_ON)
+ output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+ #endif
+ OUTPUT_SH4(vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir(vertexInput.positionWS), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion);
+
+ #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
+ output.fogFactorAndVertexLight = 0;
+ #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
+ // @diogo: no fog applied in GBuffer
+ #endif
+ #ifdef _ADDITIONAL_LIGHTS_VERTEX
+ half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
+ output.fogFactorAndVertexLight.yzw = vertexLight;
+ #endif
+ #endif
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
+ output.normalWS = normalInput.normalWS;
+ output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ output.tangentWS.zw = input.texcoord.xy;
+ output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ #endif
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 texcoord : TEXCOORD0;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ float4 texcoord1 : TEXCOORD1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ float4 texcoord2 : TEXCOORD2;
+ #endif
+ float4 ase_color : COLOR;
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary
- .z;
- output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
- output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary
- .z;
- output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary
- .z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.texcoord = input.texcoord;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = input.texcoord1;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = input.texcoord2;
+ #endif
+ output.ase_color = input.ase_color;
+ return output;
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- FragmentOutput frag(PackedVaryings input
- #ifdef ASE_DEPTH_WRITE_ON
- ,out float outputDepth : ASE_SV_DEPTH
- #endif
- )
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) *
- _TerrainHeightmapRecipSize.xy;
- float3 WorldNormal = TransformObjectToWorldNormal(normalize(
- SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 -
- 1));
- float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
- float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
- #else
- float3 WorldNormal = normalize(input.tSpace0.xyz);
- float3 WorldTangent = input.tSpace1.xyz;
- float3 WorldBiTangent = input.tSpace2.xyz;
- #endif
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
+ #if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
+ output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
+ #endif
+ #if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
+ output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
+ #endif
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
- float3 WorldPosition = float3(input.tSpace0.w, input.tSpace1.w, input.tSpace2.w);
- float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir(WorldPosition);
- float4 ShadowCoords = float4(0, 0, 0, 0);
- float4 ClipPos = input.clipPosV;
- float4 ScreenPos = ComputeScreenPos(input.clipPosV);
+ GBufferFragOutput frag ( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ )
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
- #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
- ShadowCoords = input.shadowCoord;
- #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
- ShadowCoords = TransformWorldToShadowCoord(WorldPosition);
- #else
- ShadowCoords = float4(0, 0, 0, 0);
- #endif
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
+ float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
+ #else
+ float4 shadowCoord = float4(0, 0, 0, 0);
+ #endif
- WorldViewDirection = SafeNormalize(WorldViewDirection);
+ // @diogo: mikktspace compliant
+ float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
- float2 texCoord363 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionSSNorm = ScreenPos / ScreenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((WorldPosition).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3(
- (appendResult27_g11671 +
- temp_output_1_0_g11671),
- 0.0), float3(0, 0, 1),
- (clampResult29_g11671 *
- temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord10.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord10.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (WorldPosition).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + WorldPosition.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) *
- _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) *
- ((_SineRotateAngle / 360.0) * PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord9.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
-clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha *
- temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(WorldPosition.x, WorldPosition.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
-(appendResult56_g11805 * pow(saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
-(staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803,
- max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(max(temp_output_3_0_g11807, 0.0001), max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b),
- 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y +
- break2_g11801.y + break2_g11801.y + break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed *
- temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(1, 0)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- -0.705, -0.705)) * temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, -1))
- * temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(-1, 0)) *
- temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(0.705, 0.705))
- * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- 0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).
- rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).
- a), tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0))
- *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 *
- _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) +
- WorldPosition.y) / temp_output_44_0_g11815) * _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y +
- break2_g11820.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 *
- _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
-((staticSwitch101_g11852 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x +
- break2_g11855.y + break2_g11855.y + break2_g11855.y
- + break2_g11855.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11845) *
- _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) *
- _MetalNoiseDistortion) + ((
- temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(
- ((_MetalHighlightDensity -
- localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
+ float4 ShadowCoord = shadowCoord;
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+ float4 ScreenPos = ComputeScreenPos( ClipPos );
+ float3 TangentWS = input.tangentWS.xyz * renormFactor;
+ float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
+ float3 NormalWS = input.normalWS * renormFactor;
- float2 temp_output_11_0_g11915 = finalUV146;
- float3 unpack3_g11915 = UnpackNormalScale(tex2D(_NormalMap, temp_output_11_0_g11915), _NormalIntensity);
- unpack3_g11915.z = lerp(1, unpack3_g11915.z, saturate(_NormalIntensity));
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
+ NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
+ TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
+ BitangentWS = cross(NormalWS, -TangentWS);
+ #endif
- #ifdef _EMISSIONTOGGLE_ON
- float3 appendResult20_g11915 = (float3(_EmissionTint.r, _EmissionTint.g, _EmissionTint.b));
- float4 tex2DNode17_g11915 = tex2D(_EmissionMap, temp_output_11_0_g11915);
- float3 appendResult18_g11915 = (
- float3(tex2DNode17_g11915.r, tex2DNode17_g11915.g, tex2DNode17_g11915.b));
- float3 staticSwitch13_g11915 = (appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a);
- #else
- float3 staticSwitch13_g11915 = float3(0, 0, 0);
- #endif
+ float2 texCoord363 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord8.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord8.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord7.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord7.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord7.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord7.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord7.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord7.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord7.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord7.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord7.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+ float2 temp_output_11_0_g11942 = finalUV146;
+ float3 unpack3_g11942 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11942 ), _NormalIntensity );
+ unpack3_g11942.z = lerp( 1, unpack3_g11942.z, saturate(_NormalIntensity) );
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float4 tex2DNode7_g11942 = tex2D( _MetallicMap, temp_output_11_0_g11942 );
+ float staticSwitch23_g11942 = ( tex2DNode7_g11942.r * _Metallic );
+ #else
+ float staticSwitch23_g11942 = _Metallic;
+ #endif
+
+ #ifdef _METALLICMAPTOGGLE_ON
+ float staticSwitch22_g11942 = ( _Smoothness * tex2DNode7_g11942.r );
+ #else
+ float staticSwitch22_g11942 = _Smoothness;
+ #endif
+
+ #ifdef _EMISSIONTOGGLE_ON
+ float3 appendResult20_g11942 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b));
+ float4 tex2DNode17_g11942 = tex2D( _EmissionMap, temp_output_11_0_g11942 );
+ float3 appendResult18_g11942 = (float3(tex2DNode17_g11942.r , tex2DNode17_g11942.g , tex2DNode17_g11942.b));
+ float3 staticSwitch13_g11942 = ( appendResult20_g11942 * appendResult18_g11942 * tex2DNode17_g11942.a );
+ #else
+ float3 staticSwitch13_g11942 = float3( 0, 0, 0 );
+ #endif
+
- #ifdef _METALLICMAPTOGGLE_ON
- float4 tex2DNode7_g11915 = tex2D(_MetallicMap, temp_output_11_0_g11915);
- float staticSwitch23_g11915 = (tex2DNode7_g11915.r * _Metallic);
- #else
- float staticSwitch23_g11915 = _Metallic;
- #endif
+ float3 BaseColor = temp_output_340_0.rgb;
+ float3 Normal = unpack3_g11942;
+ float3 Specular = 0.5;
+ float Metallic = staticSwitch23_g11942;
+ float Smoothness = staticSwitch22_g11942;
+ float Occlusion = 1;
+ float3 Emission = staticSwitch13_g11942;
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+ float AlphaClipThresholdShadow = _ShadowClip;
+ float3 BakedGI = 0;
+ float3 RefractionColor = 1;
+ float RefractionIndex = 1;
+ float3 Transmission = 1;
+ float3 Translucency = 1;
- #ifdef _METALLICMAPTOGGLE_ON
- float staticSwitch22_g11915 = (_Smoothness * tex2DNode7_g11915.r);
- #else
- float staticSwitch22_g11915 = _Smoothness;
- #endif
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = ClipPos.z;
+ #endif
+
+ #if defined( _ALPHATEST_ON )
+ AlphaDiscard( Alpha, AlphaClipThreshold );
+ #endif
+
+ #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
+ ShadowCoord = TransformWorldToShadowCoord( PositionWS );
+ #endif
+
+ InputData inputData = (InputData)0;
+ inputData.positionWS = PositionWS;
+ inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
+ inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
+ inputData.shadowCoord = ShadowCoord;
+
+ #ifdef _NORMALMAP
+ #if _NORMAL_DROPOFF_TS
+ inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
+ #elif _NORMAL_DROPOFF_OS
+ inputData.normalWS = TransformObjectToWorldNormal(Normal);
+ #elif _NORMAL_DROPOFF_WS
+ inputData.normalWS = Normal;
+ #endif
+ #else
+ inputData.normalWS = NormalWS;
+ #endif
+
+ inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
+ inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
+
+ #ifdef ASE_FOG
+ // @diogo: no fog applied in GBuffer
+ #endif
+ #ifdef _ADDITIONAL_LIGHTS_VERTEX
+ inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
+ #endif
+
+ #if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
+ float3 SH = SampleSH(inputData.normalWS.xyz);
+ #else
+ float3 SH = input.lightmapUVOrVertexSH.xyz;
+ #endif
+
+ #if defined(_SCREEN_SPACE_IRRADIANCE)
+ inputData.bakedGI = SAMPLE_GI(_ScreenSpaceIrradiance, input.positionCS.xy);
+ #elif defined(DYNAMICLIGHTMAP_ON)
+ inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
+ inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
+ #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
+ inputData.bakedGI = SAMPLE_GI(SH,
+ GetAbsolutePositionWS(inputData.positionWS),
+ inputData.normalWS,
+ inputData.viewDirectionWS,
+ input.positionCS.xy,
+ input.probeOcclusion,
+ inputData.shadowMask);
+ #else
+ inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
+ inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
+ #endif
+
+ #ifdef ASE_BAKEDGI
+ inputData.bakedGI = BakedGI;
+ #endif
+
+ #if defined(DEBUG_DISPLAY)
+ #if defined(DYNAMICLIGHTMAP_ON)
+ inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
+ #endif
+ #if defined(LIGHTMAP_ON)
+ inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
+ #else
+ inputData.vertexSH = SH;
+ #endif
+ #if defined(USE_APV_PROBE_OCCLUSION)
+ inputData.probeOcclusion = input.probeOcclusion;
+ #endif
+ #endif
+
+ #ifdef _DBUFFER
+ ApplyDecal(input.positionCS,
+ BaseColor,
+ Specular,
+ inputData.normalWS,
+ Metallic,
+ Occlusion,
+ Smoothness);
+ #endif
+
+ BRDFData brdfData;
+ InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
+
+ Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
+ half4 color;
+ MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
+
+ color.rgb = GlobalIllumination(brdfData, (BRDFData)0, 0,
+ inputData.bakedGI, Occlusion, inputData.positionWS,
+ inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
+
+ color.a = Alpha;
+
+ #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
+ color.rgb *= color.a;
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return PackGBuffersBRDFData(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
+ }
+
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "SceneSelectionPass"
+ Tags { "LightMode"="SceneSelectionPass" }
+
+ Cull Off
+ AlphaToMask Off
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- float3 BaseColor = temp_output_340_0.rgb;
- float3 Normal = unpack3_g11915;
- float3 Emission = staticSwitch13_g11915;
- float3 Specular = 0.5;
- float Metallic = staticSwitch23_g11915;
- float Smoothness = staticSwitch22_g11915;
- float Occlusion = 1;
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
- float AlphaClipThresholdShadow = _ShadowClip;
- float3 BakedGI = 0;
- float3 RefractionColor = 1;
- float RefractionIndex = 1;
- float3 Transmission = 1;
- float3 Translucency = 1;
+ #pragma vertex vert
+ #pragma fragment frag
- #ifdef ASE_DEPTH_WRITE_ON
- float DepthValue = input.positionCS.z;
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
+ #define SCENESELECTIONPASS 1
- InputData inputData = (InputData)0;
- inputData.positionWS = WorldPosition;
- inputData.positionCS = input.positionCS;
- inputData.shadowCoord = ShadowCoords;
+ #define ATTRIBUTES_NEED_NORMAL
+ #define ATTRIBUTES_NEED_TANGENT
+ #define SHADERPASS SHADERPASS_DEPTHONLY
- #ifdef _NORMALMAP
- #if _NORMAL_DROPOFF_TS
- inputData.normalWS =
- TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
- #elif _NORMAL_DROPOFF_OS
- inputData.normalWS = TransformObjectToWorldNormal(Normal);
- #elif _NORMAL_DROPOFF_WS
- inputData.normalWS = Normal;
- #endif
- #else
- inputData.normalWS = WorldNormal;
- #endif
-
- inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
- inputData.viewDirectionWS = SafeNormalize(WorldViewDirection);
-
- #ifdef ASE_FOG
- // @diogo: no fog applied in GBuffer
- #endif
- #ifdef _ADDITIONAL_LIGHTS_VERTEX
- inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
- #endif
-
- #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
- float3 SH = SampleSH(inputData.normalWS.xyz);
- #else
- float3 SH = input.lightmapUVOrVertexSH.xyz;
- #endif
-
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH,
- inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
- inputData.bakedGI = SAMPLE_GI(SH, GetAbsolutePositionWS(inputData.positionWS),
- inputData.normalWS,
- inputData.viewDirectionWS,
- input.positionCS.xy,
- input.probeOcclusion,
- inputData.shadowMask);
- #else
- inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
- inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
- #endif
-
- #ifdef ASE_BAKEDGI
- inputData.bakedGI = BakedGI;
- #endif
-
- inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
-
- #if defined(DEBUG_DISPLAY)
- #if defined(DYNAMICLIGHTMAP_ON)
- inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
- #endif
- #if defined(LIGHTMAP_ON)
- inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
- #else
- inputData.vertexSH = SH;
- #endif
- #if defined(USE_APV_PROBE_OCCLUSION)
- inputData.probeOcclusion = input.probeOcclusion;
- #endif
- #endif
-
- #ifdef _DBUFFER
- ApplyDecal(input.positionCS,
- BaseColor,
- Specular,
- inputData.normalWS,
- Metallic,
- Occlusion,
- Smoothness);
- #endif
-
- BRDFData brdfData;
- InitializeBRDFData
- (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
-
- Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
- half4 color;
- MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
- color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS,
- inputData.normalWS, inputData.viewDirectionWS);
- color.a = Alpha;
-
- #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
- color.rgb *= color.a;
- #endif
-
- #ifdef ASE_DEPTH_WRITE_ON
- outputDepth = DepthValue;
- #endif
-
- return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "SceneSelectionPass"
- Tags
- {
- "LightMode"="SceneSelectionPass"
- }
-
- Cull Off
- AlphaToMask Off
-
- HLSLPROGRAM
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SCENESELECTIONPASS 1
-
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define SHADERPASS SHADERPASS_DEPTHONLY
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output;
- ZERO_INITIALIZE(PackedVaryings, output);
-
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord1 = screenPos;
- output.ase_texcoord2.xyz = ase_positionWS;
-
- output.ase_texcoord.xy = input.ase_texcoord.xy;
- output.ase_texcoord3 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord.zw = 0;
- output.ase_texcoord2.w = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
-
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
-
- output.positionCS = TransformWorldToHClip(positionWS);
-
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ struct SurfaceDescription
+ {
+ float Alpha;
+ float AlphaClipThreshold;
+ };
+
+ PackedVaryings VertexFunction(Attributes input )
+ {
+ PackedVaryings output;
+ ZERO_INITIALIZE(PackedVaryings, output);
+
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord1.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].
- ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.ase_texcoord = input.ase_texcoord;
+ output.ase_color = input.ase_color;
+ return output;
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- half4 frag(PackedVaryings input) : SV_Target
- {
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = input.ase_texcoord1;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = input.ase_texcoord2.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord3.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) *
- PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) *
- _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed * shaderTime237)) *
- _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed *
- temp_output_25_0_g11730)) * _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((
- _SineRotateAngle / 360.0) * PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1), (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(
- max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b), 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y +
- break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) * _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0, -1)) * temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- -0.705, -0.705)) * temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
-temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed
- * temp_output_186_0_g11810)))).rgb *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- 0, -1)) *
- temp_output_25_0_g11810)))
- .a,
- tex2D(
- _MainTex,
- (
- temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(
- 0, 1)) *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810
- + ((
- _OuterOutlineWidth
- * float2(-1, 0))
- *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0),
- _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0), temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + ase_positionWS
- .y) / temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed *
- temp_output_34_0_g11818)) * _GlitchNoiseScale))
- .r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y +
- break2_g11820.y + break2_g11820.y + break2_g11820.z) / 6.0) *
- _GlitchBrightness * hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) +
- temp_output_99_0_g11852) * _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ surfaceDescription.Alpha = temp_output_340_0.a;
+ surfaceDescription.AlphaClipThreshold = _AlphaClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return half4( _ObjectId, _PassValue, 1.0, 1.0 );
+ }
+
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "ScenePickingPass"
+ Tags { "LightMode"="Picking" }
+
+ AlphaToMask Off
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- surfaceDescription.Alpha = temp_output_340_0.a;
- surfaceDescription.AlphaClipThreshold = _AlphaClip;
+ #pragma vertex vert
+ #pragma fragment frag
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
- half4 outColor = 0;
+ #define SCENEPICKINGPASS 1
- #ifdef SCENESELECTIONPASS
- outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- #elif defined(SCENEPICKINGPASS)
- outColor = _SelectionID;
- #endif
+ #define ATTRIBUTES_NEED_NORMAL
+ #define ATTRIBUTES_NEED_TANGENT
+ #define SHADERPASS SHADERPASS_DEPTHONLY
- return outColor;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "ScenePickingPass"
- Tags
- {
- "LightMode"="Picking"
- }
-
- AlphaToMask Off
-
- HLSLPROGRAM
- #define _NORMAL_DROPOFF_TS 1
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
-
- #define SCENEPICKINGPASS 1
-
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #define SHADERPASS SHADERPASS_DEPTHONLY
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_texcoord1 : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- struct SurfaceDescription
- {
- float Alpha;
- float AlphaClipThreshold;
- };
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output;
- ZERO_INITIALIZE(PackedVaryings, output);
-
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) * -_SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0,
- 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord1 = screenPos;
- output.ase_texcoord2.xyz = ase_positionWS;
-
- output.ase_texcoord.xy = input.ase_texcoord.xy;
- output.ase_texcoord3 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord.zw = 0;
- output.ase_texcoord2.w = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- input.normalOS = input.normalOS;
-
- float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
- output.positionCS = TransformWorldToHClip(positionWS);
-
- return output;
- }
-
- #if defined(ASE_TESSELLATION)
- struct VertexControl
- {
- float4 positionOS : INTERNALTESSPOS;
- float3 normalOS : NORMAL;
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
-
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct TessellationFactors
- {
- float edge[3] : SV_TessFactor;
- float inside : SV_InsideTessFactor;
- };
-
- VertexControl vert(Attributes input)
- {
- VertexControl output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- output.positionOS = input.positionOS;
- output.normalOS = input.normalOS;
- output.ase_texcoord = input.ase_texcoord;
- output.ase_color = input.ase_color;
- return output;
- }
-
- TessellationFactors TessellationFunction(InputPatch input)
- {
- TessellationFactors output;
- float4 tf = 1;
- float tessValue = _TessValue;
- float tessMin = _TessMin;
- float tessMax = _TessMax;
- float edgeLength = _TessEdgeLength;
- float tessMaxDisp = _TessMaxDisp;
- #if defined(ASE_FIXED_TESSELLATION)
- tf= FixedTess(tessValue);
- #elif defined(ASE_DISTANCE_TESSELLATION)
- tf= DistanceBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, tessValue, tessMin
-, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos);
- #elif defined(ASE_LENGTH_TESSELLATION)
- tf= EdgeLengthBasedTess(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams);
- #elif defined(ASE_LENGTH_CULL_TESSELLATION)
- tf= EdgeLengthBasedTessCull(input[0].positionOS, input [1].positionOS, input [2].positionOS, edgeLength
-, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes);
- #endif
- output.edge [0] = tf.x; output.edge [1] = tf.y; output.edge [2] = tf.z; output.inside= tf.w;
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
+ float3 positionWS : TEXCOORD0;
+ float4 ase_texcoord1 : TEXCOORD1;
+ float4 ase_texcoord2 : TEXCOORD2;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ struct SurfaceDescription
+ {
+ float Alpha;
+ float AlphaClipThreshold;
+ };
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output;
+ ZERO_INITIALIZE(PackedVaryings, output);
+
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord1.xy = input.ase_texcoord.xy;
+ output.ase_texcoord2 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord1.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ input.normalOS = input.normalOS;
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ output.positionCS = vertexInput.positionCS;
+ output.positionWS = vertexInput.positionWS;
return output;
}
- [domain("tri")]
- [partitioning("fractional_odd")]
- [outputtopology("triangle_cw")]
- [patchconstantfunc("TessellationFunction")]
- [outputcontrolpoints(3)]
- VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
- {
- return patch[id];
- }
+ #if defined(ASE_TESSELLATION)
+ struct VertexControl
+ {
+ float4 positionOS : INTERNALTESSPOS;
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
- [domain("tri")]
- PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch,
- float3 bary : SV_DomainLocation)
- {
- Attributes output = (Attributes)0;
- output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS *
- bary.z;
- output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
- output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].
- ase_texcoord * bary.z;
- output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary
- .z;
- #if defined(ASE_PHONG_TESSELLATION)
- float3 pp[3];
- for (int i = 0; i<3;++i)
- pp [i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(
- patch[i].positionOS.xyz, patch[i].normalOS));
- float phongStrength = _TessPhongStrength;
- output.positionOS.xyz= phongStrength* (pp[0]*bary.x+ pp [1]*bary.y+ pp [2]*bary.z) + (1.0f-phongStrength
-) * output.positionOS.xyz;
- #endif
- UNITY_TRANSFER_INSTANCE_ID (patch[0], output);
- return VertexFunction (output);
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct TessellationFactors
+ {
+ float edge[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ VertexControl vert ( Attributes input )
+ {
+ VertexControl output;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ output.positionOS = input.positionOS;
+ output.normalOS = input.normalOS;
+ output.tangentOS = input.tangentOS;
+ output.ase_texcoord = input.ase_texcoord;
+ output.ase_color = input.ase_color;
+ return output;
}
- #else
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
- #endif
- half4 frag(PackedVaryings input) : SV_Target
- {
- SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+ TessellationFactors TessellationFunction (InputPatch input)
+ {
+ TessellationFactors output;
+ float4 tf = 1;
+ float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
+ float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
+ #if defined(ASE_FIXED_TESSELLATION)
+ tf = FixedTess( tessValue );
+ #elif defined(ASE_DISTANCE_TESSELLATION)
+ tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
+ #elif defined(ASE_LENGTH_TESSELLATION)
+ tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
+ #elif defined(ASE_LENGTH_CULL_TESSELLATION)
+ tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
+ #endif
+ output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
+ return output;
+ }
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = input.ase_texcoord1;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = input.ase_texcoord2.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord3.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord3.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 *
- _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed
- * shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).
- r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) *
- _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) *
- _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(
- clampResult37_g11767,
- (_CustomFadeSmoothness /
- max(tex2DNode3_g11767.r, 0.05))) *
- _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11771) * _FlameNoiseScale)).r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805, (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(
- saferPower57_g11803,
- max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z *
- _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(
- max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))),
- _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g),
- break12_g11785.b),
- 1.0)), 0.0001), max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.
- y + break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))),
- (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0, 1)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- 0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(
- -0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
-(temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, -0.705)) * temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11810)))).rgb
- *
- temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810)
- * _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11810))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11810))).
- a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth
- * float2(-0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0),
- 1.0), _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, -1)) * temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth *
- float2(0, 1)) * temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 * 0.2)) + ase_positionWS.
- y) /
- temp_output_44_0_g11815) * _HologramLineFrequency))), _HologramLineGap),
- _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11818)) * _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y +
- break2_g11820.y + break2_g11820.y +
- break2_g11820.z) / 6.0) * _GlitchBrightness *
- hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y +
- break2_g11855.z) / 6.0), 0.0001),
- max(_CamouflageContrast, 0.0001))), _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
+ [domain("tri")]
+ [partitioning("fractional_odd")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("TessellationFunction")]
+ [outputcontrolpoints(3)]
+ VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID)
+ {
+ return patch[id];
+ }
+
+ [domain("tri")]
+ PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation)
+ {
+ Attributes output = (Attributes) 0;
+ output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
+ output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
+ output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
+ output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
+ output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
+ #if defined(ASE_PHONG_TESSELLATION)
+ float3 pp[3];
+ for (int i = 0; i < 3; ++i)
+ pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
+ float phongStrength = _TessPhongStrength;
+ output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
+ #endif
+ UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
+ return VertexFunction(output);
+ }
+ #else
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+ #endif
+
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ SurfaceDescription surfaceDescription = (SurfaceDescription)0;
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 texCoord363 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord2.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord2.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord1.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord1.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord1.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord1.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord1.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord1.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord1.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord1.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord1.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ surfaceDescription.Alpha = temp_output_340_0.a;
+ surfaceDescription.AlphaClipThreshold = _AlphaClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ return unity_SelectionID;
+ }
+ ENDHLSL
+ }
+
+
+ Pass
+ {
+
+ Name "MotionVectors"
+ Tags { "LightMode"="MotionVectors" }
+
+ ColorMask RG
+
+ HLSLPROGRAM
+
+ #define ASE_GEOMETRY
+ #define _ALPHATEST_ON
+ #define _NORMAL_DROPOFF_TS 1
+ #pragma multi_compile _ LOD_FADE_CROSSFADE
+ #define ASE_FOG 1
+ #define _ALPHATEST_SHADOW_ON 1
+ #define _SURFACE_TYPE_TRANSPARENT 1
+ #define _EMISSION
+ #define _NORMALMAP 1
+ #define ASE_VERSION 19905
+ #define ASE_SRP_VERSION 170300
- surfaceDescription.Alpha = temp_output_340_0.a;
- surfaceDescription.AlphaClipThreshold = _AlphaClip;
+ #pragma vertex vert
+ #pragma fragment frag
- #if _ALPHATEST_ON
- float alphaClipThreshold = 0.01f;
- #if ALPHA_CLIP_THRESHOLD
- alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
- #endif
- clip(surfaceDescription.Alpha - alphaClipThreshold);
- #endif
-
- half4 outColor = 0;
-
- #ifdef SCENESELECTIONPASS
- outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
- #elif defined(SCENEPICKINGPASS)
- outColor = _SelectionID;
- #endif
-
- return outColor;
- }
- ENDHLSL
- }
-
-
- Pass
- {
-
- Name "MotionVectors"
- Tags
- {
- "LightMode"="MotionVectors"
- }
-
- ColorMask RG
-
- HLSLPROGRAM
- #pragma multi_compile _ALPHATEST_ON
- #define _NORMAL_DROPOFF_TS 1
- #pragma multi_compile_instancing
- #pragma multi_compile _ LOD_FADE_CROSSFADE
- #define ASE_FOG 1
- #define _ALPHATEST_SHADOW_ON 1
- #define _SURFACE_TYPE_TRANSPARENT 1
- #define _EMISSION
- #define _NORMALMAP 1
- #define ASE_VERSION 19903
- #define ASE_SRP_VERSION 170200
-
-
- #pragma vertex vert
- #pragma fragment frag
-
- #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE)
- #define _SPECULAR_COLOR 1
- #endif
+ #if defined( _SPECULAR_SETUP ) && defined( ASE_LIGHTING_SIMPLE )
+ #if defined( _SPECULARHIGHLIGHTS_OFF )
+ #undef _SPECULAR_COLOR
+ #else
+ #define _SPECULAR_COLOR
+ #endif
+ #endif
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
+ #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
+ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
-
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
-
- #define ASE_NEEDS_TEXTURE_COORDINATES0
- #define ASE_NEEDS_VERT_POSITION
- #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
- #define ASE_NEEDS_FRAG_POSITION
- #define ASE_NEEDS_FRAG_COLOR
- #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
- #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
- #pragma shader_feature_local _ENABLESINESCALE_ON
- #pragma shader_feature _ENABLEVIBRATE_ON
- #pragma shader_feature _ENABLESINEMOVE_ON
- #pragma shader_feature _ENABLESQUISH_ON
- #pragma shader_feature _SPRITESHEETFIX_ON
- #pragma shader_feature_local _PIXELPERFECTUV_ON
- #pragma shader_feature _ENABLEWORLDTILING_ON
- #pragma shader_feature _ENABLESCREENTILING_ON
- #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
- #pragma shader_feature _TOGGLETIMEFPS_ON
- #pragma shader_feature _TOGGLETIMESPEED_ON
- #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
- #pragma shader_feature _TOGGLECUSTOMTIME_ON
- #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
- #pragma shader_feature _PIXELPERFECTSPACE_ON
- #pragma shader_feature _BAKEDMATERIAL_ON
- #pragma shader_feature _VERTEXTINTFIRST_ON
- #pragma shader_feature _ENABLESHADOW_ON
- #pragma shader_feature _ENABLESTRONGTINT_ON
- #pragma shader_feature _ENABLEALPHATINT_ON
- #pragma shader_feature_local _ENABLEADDCOLOR_ON
- #pragma shader_feature_local _ENABLEHALFTONE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
- #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
- #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
- #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
- #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
- #pragma shader_feature _ENABLETEXTURELAYER2_ON
- #pragma shader_feature _ENABLETEXTURELAYER1_ON
- #pragma shader_feature _ENABLESHIFTING_ON
- #pragma shader_feature _ENABLEENCHANTED_ON
- #pragma shader_feature_local _ENABLEPOISON_ON
- #pragma shader_feature_local _ENABLESHINE_ON
- #pragma shader_feature_local _ENABLERAINBOW_ON
- #pragma shader_feature_local _ENABLEBURN_ON
- #pragma shader_feature_local _ENABLEFROZEN_ON
- #pragma shader_feature_local _ENABLEMETAL_ON
- #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
- #pragma shader_feature_local _ENABLEGLITCH_ON
- #pragma shader_feature_local _ENABLEHOLOGRAM_ON
- #pragma shader_feature _ENABLEPINGPONGGLOW_ON
- #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
- #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
- #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
- #pragma shader_feature_local _ENABLESATURATION_ON
- #pragma shader_feature_local _ENABLESINEGLOW_ON
- #pragma shader_feature_local _ENABLEADDHUE_ON
- #pragma shader_feature_local _ENABLESHIFTHUE_ON
- #pragma shader_feature_local _ENABLEINKSPREAD_ON
- #pragma shader_feature_local _ENABLEBLACKTINT_ON
- #pragma shader_feature_local _ENABLESPLITTONING_ON
- #pragma shader_feature_local _ENABLEHUE_ON
- #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
- #pragma shader_feature_local _ENABLECONTRAST_ON
- #pragma shader_feature _ENABLENEGATIVE_ON
- #pragma shader_feature_local _ENABLECOLORREPLACE_ON
- #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
- #pragma shader_feature _ENABLERECOLORRGB_ON
- #pragma shader_feature_local _ENABLEFLAME_ON
- #pragma shader_feature_local _ENABLECHECKERBOARD_ON
- #pragma shader_feature_local _ENABLECUSTOMFADE_ON
- #pragma shader_feature_local _ENABLESMOKE_ON
- #pragma shader_feature _ENABLESHARPEN_ON
- #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
- #pragma shader_feature _ENABLESMOOTHPIXELART_ON
- #pragma shader_feature_local _TILINGFIX_ON
- #pragma shader_feature _ENABLEWIGGLE_ON
- #pragma shader_feature_local _ENABLEUVSCALE_ON
- #pragma shader_feature_local _ENABLEPIXELATE_ON
- #pragma shader_feature_local _ENABLEUVSCROLL_ON
- #pragma shader_feature_local _ENABLEUVROTATE_ON
- #pragma shader_feature_local _ENABLESINEROTATE_ON
- #pragma shader_feature_local _ENABLESQUEEZE_ON
- #pragma shader_feature_local _ENABLEUVDISTORT_ON
- #pragma shader_feature_local _ENABLEWIND_ON
- #pragma shader_feature_local _WINDLOCALWIND_ON
- #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
- #pragma shader_feature_local _WINDISPARALLAX_ON
- #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
- #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
- #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
- #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
- #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
- #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
- #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
- #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
- #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
- #pragma shader_feature _METALMASKTOGGLE_ON
- #pragma shader_feature _SHINEMASKTOGGLE_ON
- #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
- #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
- #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
- #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
- #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
- #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
- #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
- #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
-
-
- struct Attributes
- {
- float4 positionOS : POSITION;
- float3 positionOld : TEXCOORD4;
- #if _ADD_PRECOMPUTED_VELOCITY
- float3 alembicMotionVector : TEXCOORD5;
- #endif
- float4 ase_texcoord : TEXCOORD0;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct PackedVaryings
- {
- float4 positionCS : SV_POSITION;
- float4 positionCSNoJitter : TEXCOORD0;
- float4 previousPositionCSNoJitter : TEXCOORD1;
- float4 ase_texcoord2 : TEXCOORD2;
- float4 ase_texcoord3 : TEXCOORD3;
- float4 ase_texcoord4 : TEXCOORD4;
- float4 ase_texcoord5 : TEXCOORD5;
- float4 ase_color : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- UNITY_VERTEX_OUTPUT_STEREO
- };
-
-
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowTo;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 _BlackTintColor;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 _InkSpreadColor;
- #endif
- #ifdef _ENABLEPOISON_ON
- float4 _PoisonColor;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineMask_ST;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float4 _AddHueMask_ST;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 _SineGlowColor;
- float4 _SineGlowMask_ST;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 _ShineColor;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 _InnerOutlineColor;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 _OuterOutlineColor;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float4 _SourceGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 _PixelOutlineColor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float4 _PingPongGlowFrom;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnEdgeColor;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float4 _HologramTint;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float4 _EnchantedLowColor;
- float4 _EnchantedHighColor;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float4 _UVDistortMask_ST;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningHighlightsColor;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBRedTint;
- float4 _RecolorRGBGreenTint;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 _TextureLayer2Color;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float4 _RecolorRGBBlueTint;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPPurpleTint;
- float4 _RecolorRGBYCPBlueTint;
- float4 _RecolorRGBYCPCyanTint;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float4 _DirectionalGlowFadeEdgeColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPGreenTint;
- float4 _RecolorRGBYCPRedTint;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorB;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceFromColor;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float4 _ShiftingColorA;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float4 _FullGlowDissolveEdgeColor;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 _ColorReplaceToColor;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 _SplitToningShadowsColor;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 _RecolorRGBYCPYellowTint;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideColor;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 _TextureLayer1Color;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalColor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 _AlphaTintColor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenHighlightColor;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintMask_ST;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 _BurnInsideNoiseColor;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorMask_ST;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 _FadingMask_ST;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float4 _AddColorColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorB;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalHighlightColor;
- #endif
- #ifdef _ENABLESHADOW_ON
- float4 _ShadowColor;
- #endif
- float4 _EmissionTint;
- #ifdef _SPRITESHEETFIX_ON
- float4 _SpriteSheetRect;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 _StrongTintTint;
- #endif
- float4 _MainTex_TexelSize;
- #ifdef _ENABLEFROZEN_ON
- float4 _FrozenTint;
- float4 _FrozenSnowColor;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageBaseColor;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 _MetalMask_ST;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float4 _CamouflageColorA;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortion;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1ScrollSpeed;
- float2 _TextureLayer1Offset;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float2 _EnchantedSpeed;
- float2 _EnchantedScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseSpeed;
- float2 _MetalNoiseScale;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 _FlameSpeed;
- float2 _FlameNoiseScale;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionSpeed;
- float2 _FrozenHighlightScale;
- float2 _FrozenHighlightSpeed;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortion;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenHighlightDistortionScale;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float2 _TextureLayer1Scale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnInsideNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadPosition;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionSpeed;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseScale;
- #endif
- #ifdef _ENABLEBURN_ON
- float2 _BurnPosition;
- float2 _BurnEdgeNoiseScale;
- float2 _BurnSwirlNoiseScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowCenter;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionSpeed;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 _RainbowNoiseScale;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float2 _PixelOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionScale;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float2 _CustomFadeNoiseScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseScale;
- #endif
- #ifdef _ENABLEMETAL_ON
- float2 _MetalNoiseDistortionScale;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineNoiseSpeed;
- float2 _OuterOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleA;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float2 _InnerOutlineDistortionIntensity;
- float2 _InnerOutlineNoiseScale;
- float2 _InnerOutlineNoiseSpeed;
- float2 _InnerOutlineTextureSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageNoiseScaleB;
- #endif
- #ifdef _ENABLEPOISON_ON
- float2 _PoisonNoiseSpeed;
- float2 _PoisonNoiseScale;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float2 _InkSpreadNoiseScale;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchNoiseSpeed;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float2 _CamouflageDistortionIntensity;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float2 _OuterOutlineDistortionIntensity;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float2 _FrozenSnowScale;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeScale;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float2 _FullGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 _SineScaleFactor;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float2 _HalftonePosition;
- #endif
- float2 _FadingNoiseScale;
- #ifdef _SHADERFADING_SPREAD
- float2 _FadingPosition;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 _SqueezeCenter;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortNoiseScale;
- float2 _UVDistortSpeed;
- float2 _UVDistortTo;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 _DirectionalGlowFadeNoiseScale;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float2 _UVDistortFrom;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolvePosition;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 _GlitchMaskScale;
- float2 _GlitchMaskSpeed;
- float2 _GlitchDistortion;
- float2 _GlitchDistortionScale;
- float2 _GlitchDistortionSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float2 _SourceAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float2 _DirectionalAlphaFadeNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionNoiseScale;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 _SourceGlowDissolvePosition;
- float2 _SourceGlowDissolveNoiseScale;
- #endif
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 _FullDistortionDistortion;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortionScale;
- float2 _DirectionalDistortionNoiseScale;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float2 _FullAlphaDissolveNoiseScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float2 _SineRotatePivot;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 _DirectionalDistortionDistortion;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float2 _UVRotatePivot;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float2 _SineMoveFrequency;
- float2 _SineMoveOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2ScrollSpeed;
- float2 _TextureLayer2Offset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScaleScale;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingOffset;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 _UVScalePivot;
- #endif
- #ifdef _ENABLESHADOW_ON
- float2 _ShadowOffset;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float2 _TextureLayer2Scale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingOffset;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 _UVScrollSpeed;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float2 _WorldTilingScale;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float2 _ScreenTilingScale;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnEdgeNoiseFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeNoiseFactor;
- #endif
- float _NormalIntensity;
- #ifdef _ENABLEBURN_ON
- float _BurnWidth;
- #endif
- float _Metallic;
- #ifdef _ENABLEBURN_ON
- float _BurnFade;
- #endif
- float _Smoothness;
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeInvert;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeRotation;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowNoiseFactor;
- float _RainbowSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeFade;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintFade;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideContrast;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFadeWidth;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnInsideNoiseFactor;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenFade;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneFade;
- float _HalftoneTiling;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightContrast;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float _DirectionalAlphaFadeInvert;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float _HalftoneInvert;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float _AddColorFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeWidth;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintMinAlpha;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnSwirlFactor;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeNoiseFactor;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float _AlphaTintFade;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float _DirectionalGlowFadeFade;
- float _DirectionalGlowFadeRotation;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float _StrongTintContrast;
- #endif
- #ifdef _ENABLEBURN_ON
- float _BurnRadius;
- #endif
- #ifdef _ENABLESHADOW_ON
- float _ShadowFade;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Fade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineContrast;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowSaturation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedContrast;
- float _EnchantedBrightness;
- float _EnchantedReduce;
- float _EnchantedFade;
- #endif
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float _FullAlphaDissolveWidth;
- float _FullAlphaDissolveFade;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Fade;
- float _TextureLayer2Contrast;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingSpeed;
- #endif
- int _TextureLayer2StartFrame;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2Speed;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSaturation;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingDensity;
- float _ShiftingSaturation;
- float _ShiftingContrast;
- float _ShiftingFade;
- #endif
- int _TextureLayer2Rows;
- int _TextureLayer2Columns;
- #ifdef _ENABLETEXTURELAYER2_ON
- float _TextureLayer2EdgeClip;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1EdgeClip;
- #endif
- int _TextureLayer1Columns;
- int _TextureLayer1Rows;
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Speed;
- #endif
- int _TextureLayer1StartFrame;
- #ifdef _ENABLEFROZEN_ON
- float _FrozenHighlightDensity;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveInvert;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowSpeed;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveFade;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowBrightness;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float _SourceGlowDissolveFade;
- float _SourceGlowDissolveNoiseFactor;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowContrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveWidth;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float _RainbowFade;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSaturation;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- float _TextureLayer1Contrast;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveNoiseFactor;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineRotation;
- #endif
- #ifdef _ENABLEENCHANTED_ON
- float _EnchantedRainbowDensity;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineFrequency;
- float _ShineWidth;
- float _ShineSmooth;
- float _ShineFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonShiftSpeed;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveFade;
- #endif
- #ifdef _ENABLEPOISON_ON
- float _PoisonDensity;
- float _PoisonFade;
- float _PoisonNoiseBrightness;
- float _PoisonRecolorFactor;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float _SourceAlphaDissolveInvert;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float _FullGlowDissolveWidth;
- #endif
- #ifdef _ENABLESHINE_ON
- float _ShineSpeed;
- #endif
- #ifdef _ENABLESHIFTING_ON
- float _ShiftingBrightness;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishStretch;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowContrast;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float _SqueezeFade;
- float _SqueezePower;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- float _UVDistortFade;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchFade;
- float _GlitchMaskMin;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramFade;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateFrequency;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionOffset;
- float _HologramDistortionDensity;
- float _HologramDistortionSpeed;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionWidth;
- float _DirectionalDistortionNoiseFactor;
- float _DirectionalDistortionFade;
- float _DirectionalDistortionRotation;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramDistortionScale;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float _SineRotateAngle;
- float _SineRotateFade;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float _UVRotateSpeed;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeNoiseFactor;
- float _SmokeNoiseScale;
- float _SmokeVertexSeed;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float _SharpenFade;
- float _SharpenFactor;
- float _SharpenOffset;
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float _GaussianBlurFade;
- float _GaussianBlurOffset;
- #endif
- #ifdef _ENABLEWIGGLE_ON
- float _WiggleFade;
- float _WiggleOffset;
- float _WiggleSpeed;
- float _WiggleFrequency;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float _PixelateFade;
- float _PixelatePixelsPerUnit;
- float _PixelatePixelDensity;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionInvert;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeSmoothness;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float _DirectionalDistortionRandomDirection;
- #endif
- #ifdef _ENABLEWIND_ON
- float _WindSquishWindFactor;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateFade;
- float _VibrateOffset;
- float _VibrateFrequency;
- #endif
- #ifdef _ENABLESINEMOVE_ON
- float _SineMoveFade;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float _TimeRange;
- float _TimeFrequency;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float _VibrateRotation;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float _TimeFPS;
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float _TimeValue;
- #endif
- #ifdef _ENABLESQUISH_ON
- float _SquishSquish;
- float _SquishFlip;
- float _SquishFade;
- #endif
- #ifdef _ENABLEWORLDTILING_ON
- float _WorldTilingPixelsPerUnit;
- #endif
- #ifdef _ENABLESCREENTILING_ON
- float _ScreenTilingPixelsPerUnit;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float _TimeSpeed;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float _SineScaleFrequency;
- #endif
- float _FadingFade;
- float _FadingWidth;
- #ifdef _ENABLEWIND_ON
- float _WindSquishFactor;
- float _WindFlip;
- float _WindMaxRotation;
- float _WindRotation;
- float _WindNoiseSpeed;
- float _WindNoiseScale;
- float _WindXPosition;
- float _WindMaxIntensity;
- float _WindMinIntensity;
- float _WindRotationWindFactor;
- #endif
- #ifdef _SHADERFADING_SPREAD
- float _FadingNoiseFactor;
- #endif
- float _ScreenWidthUnits;
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float _RectHeight;
- float _RectWidth;
- #endif
- float _PixelsPerUnit;
- #ifdef _ENABLEFULLDISTORTION_ON
- float _FullDistortionFade;
- #endif
- #ifdef _ENABLESMOKE_ON
- float _SmokeDarkEdge;
- float _SmokeAlpha;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeNoiseFactor;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowFade;
- float _PingPongGlowFrequency;
- #endif
- float _AlphaClip;
- #ifdef _ENABLEPIXELOUTLINE_ON
- float _PixelOutlineWidth;
- float _PixelOutlineAlphaLimit;
- float _PixelOutlineFade;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float _PingPongGlowContrast;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineWidth;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float _InnerOutlineWidth;
- float _InnerOutlineFade;
- #endif
- #ifdef _ENABLESATURATION_ON
- float _Saturation;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowMin;
- float _SineGlowMax;
- float _SineGlowFrequency;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float _OuterOutlineFade;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramContrast;
- float _HologramLineSpeed;
- float _HologramLineFrequency;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenContrast;
- #endif
- #ifdef _ENABLEMETAL_ON
- float _MetalFade;
- float _MetalContrast;
- float _MetalHighlightContrast;
- float _MetalHighlightDensity;
- #endif
- #ifdef _ENABLECAMOUFLAGE_ON
- float _CamouflageFade;
- float _CamouflageContrast;
- float _CamouflageSmoothnessB;
- float _CamouflageDensityB;
- float _CamouflageSmoothnessA;
- float _CamouflageDensityA;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float _GlitchHueSpeed;
- float _GlitchBrightness;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float _HologramMinAlpha;
- float _HologramLineGap;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float _SineGlowFade;
- float _SineGlowContrast;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueFade;
- float _AddHueContrast;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float _ColorReplaceFade;
- float _ColorReplaceRange;
- float _ColorReplaceSmoothness;
- float _ColorReplaceContrast;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float _RecolorRGBYCPFade;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- float _RecolorRGBFade;
- #endif
- #ifdef _ENABLEFLAME_ON
- float _FlameBrightness;
- float _FlameSmooth;
- float _FlameRadius;
- float _FlameNoiseFactor;
- float _FlameNoiseHeightFactor;
- #endif
- #ifdef _ENABLECHECKERBOARD_ON
- float _CheckerboardTiling;
- float _CheckerboardDarken;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float _CustomFadeAlpha;
- float _CustomFadeSmoothness;
- #endif
- #ifdef _ENABLENEGATIVE_ON
- float _NegativeFade;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float _FrozenSnowDensity;
- #endif
- #ifdef _ENABLECONTRAST_ON
- float _Contrast;
- #endif
- #ifdef _ENABLEHUE_ON
- float _Hue;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float _AddHueBrightness;
- float _AddHueSaturation;
- float _AddHueSpeed;
- #endif
- #ifdef _ENABLESHIFTHUE_ON
- float _ShiftHueSpeed;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float _InkSpreadWidth;
- float _InkSpreadNoiseFactor;
- float _InkSpreadDistance;
- float _InkSpreadFade;
- #endif
- float _InkSpreadContrast;
- float _BlackTintFade;
- #ifdef _ENABLEBLACKTINT_ON
- float _BlackTintPower;
- #endif
- float _SplitToningFade;
- float _SplitToningContrast;
- float _SplitToningBalance;
- float _SplitToningShift;
- float _Brightness;
- float _ShadowClip;
- #ifdef ASE_TRANSMISSION
- float _TransmissionShadow;
- #endif
- #ifdef ASE_TRANSLUCENCY
- float _TransStrength;
- float _TransNormal;
- float _TransScattering;
- float _TransDirect;
- float _TransAmbient;
- float _TransShadow;
- #endif
- #ifdef ASE_TESSELLATION
- float _TessPhongStrength;
- float _TessValue;
- float _TessMin;
- float _TessMax;
- float _TessEdgeLength;
- float _TessMaxDisp;
- #endif
-
-
- #ifdef SCENEPICKINGPASS
- float4 _SelectionID;
- #endif
-
- #ifdef SCENESELECTIONPASS
- int _ObjectId;
- int _PassValue;
- #endif
-
- sampler2D _MainTex;
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float UnscaledTime;
- #endif
- #ifdef _SHADERFADING_MASK
- sampler2D _FadingMask;
- #endif
- sampler2D _UberNoiseTexture;
- #ifdef _ENABLEWIND_ON
- float WindMinIntensity;
- float WindMaxIntensity;
- float WindNoiseScale;
- float WindTime;
- #endif
- #ifdef _ENABLEUVDISTORT_ON
- sampler2D _UVDistortMask;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- sampler2D _CustomFadeFadeMask;
- #endif
- #ifdef _ENABLERECOLORRGB_ON
- sampler2D _RecolorRGBTexture;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- sampler2D _RecolorRGBYCPTexture;
- #endif
- #ifdef _ENABLEADDHUE_ON
- sampler2D _AddHueMask;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- sampler2D _SineGlowMask;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- sampler2D _InnerOutlineTintTexture;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- sampler2D _OuterOutlineTintTexture;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- sampler2D _PixelOutlineTintTexture;
- #endif
- #ifdef _ENABLEMETAL_ON
- sampler2D _MetalMask;
- #endif
- #ifdef _ENABLESHINE_ON
- sampler2D _ShineMask;
- #endif
- #ifdef _ENABLETEXTURELAYER1_ON
- sampler2D _TextureLayer1Texture;
- #endif
- #ifdef _ENABLETEXTURELAYER2_ON
- sampler2D _TextureLayer2Texture;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- sampler2D _AddColorMask;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- sampler2D _StrongTintMask;
- #endif
-
-
- float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle)
- {
- original -= center;
- float C = cos(angle);
- float S = sin(angle);
- float t = 1 - C;
- float m00 = t * u.x * u.x + C;
- float m01 = t * u.x * u.y - S * u.z;
- float m02 = t * u.x * u.z + S * u.y;
- float m10 = t * u.x * u.y + S * u.z;
- float m11 = t * u.y * u.y + C;
- float m12 = t * u.y * u.z - S * u.x;
- float m20 = t * u.x * u.z - S * u.y;
- float m21 = t * u.y * u.z + S * u.x;
- float m22 = t * u.z * u.z + C;
- float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22);
- return mul(finalMatrix, original) + center;
- }
-
- float MyCustomExpression16_g11724(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11726(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float FastNoise101_g11671(float x)
- {
- float i = floor(x);
- float f = frac(x);
- float s = sign(frac(x / 2.0) - 0.5);
-
- float k = 0.5 + 0.5 * sin(i);
- return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0);
- }
-
- float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
- float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); }
-
- float snoise(float2 v)
- {
- const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
- float2 i1;
- i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
- i = mod2D289(i);
- float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0));
- float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
- m = m * m;
- m = m * m;
- float3 x = 2.0 * frac(p * C.www) - 1.0;
- float3 h = abs(x) - 0.5;
- float3 ox = floor(x + 0.5);
- float3 a0 = x - ox;
- m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
- float3 g;
- g.x = a0.x * x0.x + h.x * x0.y;
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;
- return 130.0 * dot(m, g);
- }
-
- float MyCustomExpression16_g11673(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11674(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11677(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11676(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11682(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11683(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11729(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11679(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11740(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs)
- {
- float2 size;
- size.x = textureTexelSize.z;
- size.y = textureTexelSize.w;
- float2 pixel = float2(1.0, 1.0) / size;
- uvs -= pixel * float2(0.5, 0.5);
- float2 uv_pixels = uvs * size;
- float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5);
- float2 ddxy = fwidth(uv_pixels);
- float2 mip = log2(ddxy) - 0.5;
- float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
- return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y)));
- }
-
- float MyCustomExpression16_g11766(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11768(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11772(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float3 RGBToHSV(float3 c)
- {
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
- }
-
- float3 MyCustomExpression115_g11777(float3 In, float3 From, float3 To, float Fuzziness, float Range)
- {
- float Distance = distance(From, In);
- return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
- }
-
- float3 HSVToRGB(float3 c)
- {
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
- }
-
- float MyCustomExpression16_g11800(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11784(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11811(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11819(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11857(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11854(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11856(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11846(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11848(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11839(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11841(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11842(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11834(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11832(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11833(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11828(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11860(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11865(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11863(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float2 MyCustomExpression10_g11875(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float2 MyCustomExpression10_g11871(float2 UV, int Width, int Height, float Tile, float2 Invert)
- {
- Tile = fmod(Tile + 0.001, Width * Height);
- float2 tileCount = float2(1, 1) / float2(Width, Height);
- float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
- float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
- return (UV + float2(tileX, tileY)) * tileCount;
- }
-
- float MyCustomExpression16_g11882(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11890(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11892(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11888(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11884(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
- float MyCustomExpression16_g11886(float linValue)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return linValue;
- #else
- linValue = max(linValue, 0.h);
- return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
- #endif
- }
-
-
- PackedVaryings VertexFunction(Attributes input)
- {
- PackedVaryings output = (PackedVaryings)0;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
-
- float2 _ZeroVector = float2(0, 0);
- float2 texCoord363 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- float4 ase_positionCS = TransformObjectToHClip((input.positionOS).xyz);
- float4 screenPos = ComputeScreenPos(ase_positionCS);
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = TransformObjectToWorld((input.positionOS).xyz);
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- #ifdef _ENABLESQUISH_ON
- float2 break77_g11908 = fixedUV475;
- float2 appendResult72_g11908 = (float2((_SquishStretch * (break77_g11908.x - 0.5) * _SquishFade),
- (_SquishFade * (break77_g11908.y + _SquishFlip) *
- -
- _SquishSquish)));
- float2 staticSwitch198 = (appendResult72_g11908 + _ZeroVector);
- #else
- float2 staticSwitch198 = _ZeroVector;
- #endif
- float2 temp_output_2_0_g11910 = staticSwitch198;
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- float temp_output_8_0_g11910 = shaderTime237;
- #ifdef _ENABLESINEMOVE_ON
- float2 staticSwitch4_g11910 = ((sin((temp_output_8_0_g11910 * _SineMoveFrequency)) * _SineMoveOffset *
- _SineMoveFade) + temp_output_2_0_g11910);
- #else
- float2 staticSwitch4_g11910 = temp_output_2_0_g11910;
- #endif
- #ifdef _ENABLEVIBRATE_ON
- float temp_output_30_0_g11911 = temp_output_8_0_g11910;
- float3 rotatedValue21_g11911 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1),
- (temp_output_30_0_g11911 * _VibrateRotation));
- float2 staticSwitch6_g11910 = ((sin((_VibrateFrequency * temp_output_30_0_g11911)) * _VibrateOffset *
- _VibrateFade * (rotatedValue21_g11911).xy) + staticSwitch4_g11910);
- #else
- float2 staticSwitch6_g11910 = staticSwitch4_g11910;
- #endif
- #ifdef _ENABLESINESCALE_ON
- float2 staticSwitch10_g11910 = (staticSwitch6_g11910 + ((input.positionOS.xyz).xy * (((sin(
- (_SineScaleFrequency * temp_output_8_0_g11910)) + 1.0) * 0.5) * _SineScaleFactor)));
- #else
- float2 staticSwitch10_g11910 = staticSwitch6_g11910;
- #endif
- float2 temp_output_424_0 = staticSwitch10_g11910;
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0));
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float2 texCoord435 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz),
- length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.positionOS.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.positionOS.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- float linValue16_g11724 = tex2Dlod(_UberNoiseTexture,
- float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2Dlod(_UberNoiseTexture,
- float4((temp_output_27_0_g11725 * _FadingNoiseScale), 0, 0.0)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch142 = temp_output_424_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch142 = lerpResult121;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch142 = lerpResult121;
- #else
- float2 staticSwitch142 = temp_output_424_0;
- #endif
-
- output.ase_texcoord3 = screenPos;
- output.ase_texcoord4.xyz = ase_positionWS;
-
- output.ase_texcoord2.xy = input.ase_texcoord.xy;
- output.ase_texcoord5 = input.positionOS;
- output.ase_color = input.ase_color;
-
- //setting value to unused interpolator channels and avoid initialization warnings
- output.ase_texcoord2.zw = 0;
- output.ase_texcoord4.w = 0;
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- float3 defaultVertexValue = input.positionOS.xyz;
- #else
- float3 defaultVertexValue = float3(0, 0, 0);
- #endif
-
- float3 vertexValue = float3(staticSwitch142, 0.0);
-
- #ifdef ASE_ABSOLUTE_VERTEX_POS
- input.positionOS.xyz = vertexValue;
- #else
- input.positionOS.xyz += vertexValue;
- #endif
-
- VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
-
- #if defined(APLICATION_SPACE_WARP_MOTION)
- // We do not need jittered position in ASW
- output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));;
- output.positionCS = output.positionCSNoJitter;
- #else
- // Jittered. Match the frame.
- output.positionCS = vertexInput.positionCS;
- output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
- #endif
-
- float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : input.positionOS;
-
- #if _ADD_PRECOMPUTED_VELOCITY
- prevPos = prevPos - float4(input.alembicMotionVector, 0);
- #endif
-
- output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, prevPos));
- // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
- //ApplyMotionVectorZBias( output.positionCS );
- return output;
- }
-
- PackedVaryings vert(Attributes input)
- {
- return VertexFunction(input);
- }
-
- half4 frag(PackedVaryings input) : SV_Target
- {
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
-
- float2 texCoord363 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- float4 screenPos = input.ase_texcoord3;
- float4 ase_positionSSNorm = screenPos / screenPos.w;
- #ifdef _ENABLESCREENTILING_ON
- ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0)
- ? ase_positionSSNorm.z
- : ase_positionSSNorm.z * 0.5 + 0.5;
- float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * (
- _ScreenTilingPixelsPerUnit * appendResult16_g11656));
- #else
- float2 staticSwitch2_g11656 = texCoord363;
- #endif
- float3 ase_positionWS = input.ase_texcoord4.xyz;
- #ifdef _ENABLEWORLDTILING_ON
- float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * (
- _WorldTilingPixelsPerUnit * appendResult16_g11657));
- #else
- float2 staticSwitch2_g11657 = staticSwitch2_g11656;
- #endif
- float2 originalUV460 = staticSwitch2_g11657;
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658);
- #else
- float2 staticSwitch449 = originalUV460;
- #endif
- float2 uvAfterPixelArt450 = staticSwitch449;
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11668 = uvAfterPixelArt450;
- float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y));
- float2 spriteRectMin376 = appendResult374;
- float2 break11_g11668 = spriteRectMin376;
- float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w));
- float2 spriteRectMax377 = appendResult375;
- float2 break10_g11668 = spriteRectMax377;
- float2 break9_g11668 = float2(0, 0);
- float2 break8_g11668 = float2(1, 1);
- float2 appendResult15_g11668 = (float2(
- (break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (
- break10_g11668.x - break11_g11668.x)),
- (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (
- break10_g11668.y - break11_g11668.y))));
- float2 staticSwitch366 = appendResult15_g11668;
- #else
- float2 staticSwitch366 = uvAfterPixelArt450;
- #endif
- float2 fixedUV475 = staticSwitch366;
- float2 temp_output_3_0_g11670 = fixedUV475;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch117_g11671 = _WindMinIntensity;
- #else
- float staticSwitch117_g11671 = WindMinIntensity;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch118_g11671 = _WindMaxIntensity;
- #else
- float staticSwitch118_g11671 = WindMaxIntensity;
- #endif
- #endif
- float4 transform62_g11671 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1));
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDISPARALLAX_ON
- float staticSwitch111_g11671 = _WindXPosition;
- #else
- float staticSwitch111_g11671 = transform62_g11671.x;
- #endif
- #endif
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch113_g11671 = _WindNoiseScale;
- #else
- float staticSwitch113_g11671 = WindNoiseScale;
- #endif
- #endif
- #ifdef _TOGGLECUSTOMTIME_ON
- float staticSwitch44_g11667 = _TimeValue;
- #else
- float staticSwitch44_g11667 = _TimeParameters.x;
- #endif
- #ifdef _TOGGLEUNSCALEDTIME_ON
- float staticSwitch34_g11667 = UnscaledTime;
- #else
- float staticSwitch34_g11667 = staticSwitch44_g11667;
- #endif
- #ifdef _TOGGLETIMESPEED_ON
- float staticSwitch37_g11667 = (staticSwitch34_g11667 * _TimeSpeed);
- #else
- float staticSwitch37_g11667 = staticSwitch34_g11667;
- #endif
- #ifdef _TOGGLETIMEFPS_ON
- float staticSwitch38_g11667 = (floor((staticSwitch37_g11667 * _TimeFPS)) / _TimeFPS);
- #else
- float staticSwitch38_g11667 = staticSwitch37_g11667;
- #endif
- #ifdef _TOGGLETIMEFREQUENCY_ON
- float staticSwitch42_g11667 = ((sin((staticSwitch38_g11667 * _TimeFrequency)) * _TimeRange) + 100.0);
- #else
- float staticSwitch42_g11667 = staticSwitch38_g11667;
- #endif
- float shaderTime237 = staticSwitch42_g11667;
- #ifdef _ENABLEWIND_ON
- #ifdef _WINDLOCALWIND_ON
- float staticSwitch125_g11671 = (shaderTime237 * _WindNoiseSpeed);
- #else
- float staticSwitch125_g11671 = WindTime;
- #endif
- float temp_output_50_0_g11671 = ((staticSwitch111_g11671 * staticSwitch113_g11671) +
- staticSwitch125_g11671);
- float x101_g11671 = temp_output_50_0_g11671;
- float localFastNoise101_g11671 = FastNoise101_g11671(x101_g11671);
- float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
- float simplePerlin2D121_g11671 = snoise(temp_cast_0 * 0.5);
- simplePerlin2D121_g11671 = simplePerlin2D121_g11671 * 0.5 + 0.5;
- #ifdef _WINDHIGHQUALITYNOISE_ON
- float staticSwitch123_g11671 = simplePerlin2D121_g11671;
- #else
- float staticSwitch123_g11671 = (localFastNoise101_g11671 + 0.5);
- #endif
- float lerpResult86_g11671 = lerp(staticSwitch117_g11671, staticSwitch118_g11671,
- staticSwitch123_g11671);
- float clampResult29_g11671 = clamp(((_WindRotationWindFactor * lerpResult86_g11671) + _WindRotation),
- -_WindMaxRotation, _WindMaxRotation);
- float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
- float temp_output_39_0_g11671 = (temp_output_1_0_g11671.y + _WindFlip);
- float3 appendResult43_g11671 = (float3(0.5, -_WindFlip, 0.0));
- float2 appendResult27_g11671 = (float2(
- 0.0, (_WindSquishFactor * min(
- ((_WindSquishWindFactor * abs(lerpResult86_g11671)) + abs(_WindRotation)),
- _WindMaxRotation) * temp_output_39_0_g11671)));
- float3 rotatedValue19_g11671 = RotateAroundAxis(appendResult43_g11671,
- float3((appendResult27_g11671 + temp_output_1_0_g11671), 0.0), float3(0, 0, 1),
- (clampResult29_g11671 * temp_output_39_0_g11671));
- float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
- #else
- float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
- #endif
- float2 texCoord435 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _PIXELPERFECTSPACE_ON
- float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
- float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0);
- #else
- float2 staticSwitch437 = texCoord435;
- #endif
- float2 temp_output_61_0_g11669 = staticSwitch437;
- float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz),
- length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz));
- float2 texCoord23_g11669 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERSPACE_UI_GRAPHIC
- float2 appendResult28_g11669 = (float2(_RectWidth, _RectHeight));
- #endif
- #if defined( _SHADERSPACE_UV )
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #elif defined( _SHADERSPACE_UV_RAW )
- float2 staticSwitch1_g11669 = temp_output_61_0_g11669;
- #elif defined( _SHADERSPACE_OBJECT )
- float2 staticSwitch1_g11669 = (input.ase_texcoord5.xyz).xy;
- #elif defined( _SHADERSPACE_OBJECT_SCALED )
- float2 staticSwitch1_g11669 = ((input.ase_texcoord5.xyz).xy * (ase_objectScale).xy);
- #elif defined( _SHADERSPACE_WORLD )
- float2 staticSwitch1_g11669 = (ase_positionWS).xy;
- #elif defined( _SHADERSPACE_UI_GRAPHIC )
- float2 staticSwitch1_g11669 = (texCoord23_g11669 * (appendResult28_g11669 / _PixelsPerUnit));
- #elif defined( _SHADERSPACE_SCREEN )
- float2 staticSwitch1_g11669 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / (
- _ScaledScreenParams.x / _ScreenWidthUnits));
- #else
- float2 staticSwitch1_g11669 = (temp_output_61_0_g11669 / (_PixelsPerUnit * (_MainTex_TexelSize).xy));
- #endif
- float2 shaderPosition235 = staticSwitch1_g11669;
- #ifdef _ENABLEFULLDISTORTION_ON
- float2 temp_output_195_0_g11672 = shaderPosition235;
- float linValue16_g11673 = tex2D(_UberNoiseTexture,
- (temp_output_195_0_g11672 * _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673(linValue16_g11673);
- float linValue16_g11674 = tex2D(_UberNoiseTexture,
- ((temp_output_195_0_g11672 + float2(0.321, 0.321)) *
- _FullDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674);
- float2 appendResult189_g11672 = (float2((localMyCustomExpression16_g11673 - 0.5),
- (localMyCustomExpression16_g11674 - 0.5)));
- float2 staticSwitch83 = (staticSwitch4_g11670 + ((1.0 - _FullDistortionFade) * appendResult189_g11672 *
- _FullDistortionDistortion));
- #else
- float2 staticSwitch83 = staticSwitch4_g11670;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float2 temp_output_182_0_g11675 = shaderPosition235;
- float linValue16_g11677 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale)).r;
- float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677);
- float3 rotatedValue168_g11675 = RotateAroundAxis(float3(0, 0, 0),
- float3(_DirectionalDistortionDistortion, 0.0),
- float3(0, 0, 1),
- (((localMyCustomExpression16_g11677 - 0.5) * 2.0
- *
- _DirectionalDistortionRandomDirection) *
- PI));
- float3 rotatedValue136_g11675 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11675, 0.0),
- float3(0, 0, 1),
- (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI));
- float3 break130_g11675 = rotatedValue136_g11675;
- float linValue16_g11676 = tex2D(_UberNoiseTexture,
- (temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale)).r;
- float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676(linValue16_g11676);
- float clampResult154_g11675 = clamp(
- ((break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + (
- localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor)) / max(
- _DirectionalDistortionWidth, 0.001)), 0.0, 1.0);
- float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11675).xy * (1.0 - (
- (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11675)) : (clampResult154_g11675)))));
- #else
- float2 staticSwitch82 = staticSwitch83;
- #endif
- #ifdef _ENABLEHOLOGRAM_ON
- float temp_output_81_0_g11680 = unity_OrthoParams.y;
- float temp_output_8_0_g11680 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11680 *
- 0.2)) + ase_positionWS.y) / temp_output_81_0_g11680);
- float2 temp_cast_4 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_5 = (_HologramDistortionDensity).xx;
- float linValue16_g11682 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r;
- float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682(linValue16_g11682);
- float clampResult75_g11680 = clamp(localMyCustomExpression16_g11682, 0.075, 0.6);
- float2 temp_cast_6 = (temp_output_8_0_g11680).xx;
- float2 temp_cast_7 = (_HologramDistortionScale).xx;
- float linValue16_g11683 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r;
- float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683(linValue16_g11683);
- float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float hologramFade182 = _HologramFade;
- float2 appendResult44_g11680 = (float2(
- (((clampResult75_g11680 * (localMyCustomExpression16_g11683 - 0.5)) * _HologramDistortionOffset * (
- 100.0 / appendResult2_g11681).x) * hologramFade182), 0.0));
- float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11680);
- #else
- float2 staticSwitch59 = staticSwitch82;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float2 temp_output_18_0_g11678 = shaderPosition235;
- float2 glitchPosition154 = temp_output_18_0_g11678;
- float linValue16_g11729 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r;
- float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729);
- float linValue16_g11679 = tex2D(_UberNoiseTexture,
- ((temp_output_18_0_g11678 + (_GlitchMaskSpeed *
- shaderTime237)) * _GlitchMaskScale)).r;
- float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679(linValue16_g11679);
- float glitchFade152 = (max(localMyCustomExpression16_g11679, _GlitchMaskMin) * _GlitchFade);
- float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11729 - 0.5) * _GlitchDistortion
- * glitchFade152));
- #else
- float2 staticSwitch62 = staticSwitch59;
- #endif
- float2 temp_output_1_0_g11730 = staticSwitch62;
- float2 temp_output_26_0_g11730 = shaderPosition235;
- float temp_output_25_0_g11730 = shaderTime237;
- #ifdef _ENABLEUVDISTORT_ON
- float linValue16_g11740 = tex2D(_UberNoiseTexture,
- ((temp_output_26_0_g11730 + (_UVDistortSpeed * temp_output_25_0_g11730)) *
- _UVDistortNoiseScale)).r;
- float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740(linValue16_g11740);
- float2 lerpResult21_g11737 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 uv_UVDistortMask = input.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
- float4 tex2DNode3_g11738 = tex2D(_UVDistortMask, uv_UVDistortMask);
- #ifdef _UVDISTORTMASKTOGGLE_ON
- float staticSwitch29_g11737 = (_UVDistortFade * (tex2DNode3_g11738.r * tex2DNode3_g11738.a));
- #else
- float staticSwitch29_g11737 = _UVDistortFade;
- #endif
- float2 staticSwitch5_g11730 = (temp_output_1_0_g11730 + (lerpResult21_g11737 * (100.0 /
- appendResult2_g11739) * staticSwitch29_g11737));
- #else
- float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
- #endif
- #ifdef _ENABLESQUEEZE_ON
- float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
- float2 staticSwitch7_g11730 = (temp_output_1_0_g11736 + ((temp_output_1_0_g11736 - _SqueezeCenter) *
- pow(distance(temp_output_1_0_g11736, _SqueezeCenter), _SqueezePower) * _SqueezeScale *
- _SqueezeFade));
- #else
- float2 staticSwitch7_g11730 = staticSwitch5_g11730;
- #endif
- #ifdef _ENABLESINEROTATE_ON
- float3 rotatedValue36_g11735 = RotateAroundAxis(float3(_SineRotatePivot, 0.0),
- float3(staticSwitch7_g11730, 0.0), float3(0, 0, 1),
- (sin((temp_output_25_0_g11730 * _SineRotateFrequency)) * ((_SineRotateAngle /
- 360.0) *
- PI) * _SineRotateFade));
- float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
- #else
- float2 staticSwitch9_g11730 = staticSwitch7_g11730;
- #endif
- #ifdef _ENABLEUVROTATE_ON
- float3 rotatedValue8_g11734 = RotateAroundAxis(float3(_UVRotatePivot, 0.0),
- float3(staticSwitch9_g11730, 0.0), float3(0, 0, 1),
- (temp_output_25_0_g11730 * _UVRotateSpeed * PI));
- float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
- #else
- float2 staticSwitch16_g11730 = staticSwitch9_g11730;
- #endif
- #ifdef _ENABLEUVSCROLL_ON
- float2 staticSwitch14_g11730 = ((_UVScrollSpeed * temp_output_25_0_g11730) + staticSwitch16_g11730);
- #else
- float2 staticSwitch14_g11730 = staticSwitch16_g11730;
- #endif
- #ifdef _ENABLEPIXELATE_ON
- float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 MultFactor30_g11732 = ((_PixelatePixelDensity * (appendResult35_g11732 / _PixelatePixelsPerUnit))
- * (1.0 / max(_PixelateFade, 1E-05)));
- float2 clampResult46_g11732 = clamp(
- (floor((MultFactor30_g11732 * (staticSwitch14_g11730 + (float2(0.5, 0.5) / MultFactor30_g11732)))) /
- MultFactor30_g11732), float2(0, 0), float2(1, 1));
- float2 staticSwitch4_g11730 = clampResult46_g11732;
- #else
- float2 staticSwitch4_g11730 = staticSwitch14_g11730;
- #endif
- #ifdef _ENABLEUVSCALE_ON
- float2 staticSwitch24_g11730 = (((staticSwitch4_g11730 - _UVScalePivot) / _UVScaleScale) +
- _UVScalePivot);
- #else
- float2 staticSwitch24_g11730 = staticSwitch4_g11730;
- #endif
- float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
- #ifdef _ENABLEWIGGLE_ON
- float temp_output_7_0_g11741 = (sin(
- (_WiggleFrequency * (temp_output_26_0_g11730.y + (_WiggleSpeed * temp_output_25_0_g11730)))) *
- _WiggleOffset * _WiggleFade);
- #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
- float staticSwitch18_g11741 = (temp_output_7_0_g11741 * temp_output_1_0_g11741.y);
- #else
- float staticSwitch18_g11741 = temp_output_7_0_g11741;
- #endif
- float2 appendResult12_g11741 = (float2(staticSwitch18_g11741, 0.0));
- float2 staticSwitch13_g11741 = (temp_output_1_0_g11741 + appendResult12_g11741);
- #else
- float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
- #endif
- float2 temp_output_484_0 = staticSwitch13_g11741;
- float2 texCoord131 = input.ase_texcoord2.xy * float2(1, 1) + float2(0, 0);
- #ifdef _SHADERFADING_MASK
- float2 uv_FadingMask = input.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
- #endif
- #ifdef _SHADERFADING_MASK
- float4 tex2DNode3_g11727 = tex2D(_FadingMask, uv_FadingMask);
- #endif
- float temp_output_4_0_g11723 = max(_FadingWidth, 0.001);
- float linValue16_g11724 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724(linValue16_g11724);
- float clampResult14_g11723 = clamp(
- (((_FadingFade * (1.0 + temp_output_4_0_g11723)) - localMyCustomExpression16_g11724) /
- temp_output_4_0_g11723), 0.0, 1.0);
- float2 temp_output_27_0_g11725 = shaderPosition235;
- float linValue16_g11726 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11725 * _FadingNoiseScale)).r;
- float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726(linValue16_g11726);
- #ifdef _SHADERFADING_SPREAD
- float clampResult3_g11725 = clamp(
- ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11725) + (
- localMyCustomExpression16_g11726 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0);
- #endif
- #if defined( _SHADERFADING_NONE )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_FULL )
- float staticSwitch139 = _FadingFade;
- #elif defined( _SHADERFADING_MASK )
- float staticSwitch139 = (_FadingFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a));
- #elif defined( _SHADERFADING_DISSOLVE )
- float staticSwitch139 = clampResult14_g11723;
- #elif defined( _SHADERFADING_SPREAD )
- float staticSwitch139 = clampResult3_g11725;
- #else
- float staticSwitch139 = _FadingFade;
- #endif
- float fullFade123 = staticSwitch139;
- float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float2 staticSwitch145 = temp_output_484_0;
- #elif defined( _SHADERFADING_FULL )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_MASK )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_DISSOLVE )
- float2 staticSwitch145 = lerpResult130;
- #elif defined( _SHADERFADING_SPREAD )
- float2 staticSwitch145 = lerpResult130;
- #else
- float2 staticSwitch145 = temp_output_484_0;
- #endif
- #ifdef _TILINGFIX_ON
- float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1));
- #else
- float2 staticSwitch485 = staticSwitch145;
- #endif
- #ifdef _SPRITESHEETFIX_ON
- float2 break14_g11742 = staticSwitch485;
- float2 break11_g11742 = float2(0, 0);
- float2 break10_g11742 = float2(1, 1);
- float2 break9_g11742 = spriteRectMin376;
- float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2(
- (break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (
- break10_g11742.x - break11_g11742.x)),
- (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (
- break10_g11742.y - break11_g11742.y))));
- float2 staticSwitch371 = min(max(appendResult15_g11742, spriteRectMin376), spriteRectMax377);
- #else
- float2 staticSwitch371 = staticSwitch485;
- #endif
- #ifdef _PIXELPERFECTUV_ON
- float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 staticSwitch427 = (originalUV460 + (floor(
- ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11743)) / appendResult7_g11743));
- #else
- float2 staticSwitch427 = staticSwitch371;
- #endif
- float2 finalUV146 = staticSwitch427;
- float2 temp_output_1_0_g11744 = finalUV146;
- #ifdef _ENABLESMOOTHPIXELART_ON
- sampler2D tex3_g11745 = _MainTex;
- float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
- float2 uvs3_g11745 = temp_output_1_0_g11744;
- float4 localtexturePointSmooth3_g11745 = texturePointSmooth(
- tex3_g11745, textureTexelSize3_g11745, uvs3_g11745);
- float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
- #else
- float4 staticSwitch8_g11744 = tex2D(_MainTex, temp_output_1_0_g11744);
- #endif
- #ifdef _ENABLEGAUSSIANBLUR_ON
- float temp_output_10_0_g11746 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005);
- float temp_output_2_0_g11756 = temp_output_10_0_g11746;
- float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756, 0.0));
- float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11758 = (appendResult16_g11756 * appendResult25_g11758);
- float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
- float2 temp_output_1_0_g11756 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, 1)));
- float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
- float2 appendResult17_g11756 = (float2(0.0, temp_output_2_0_g11756));
- float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11757 = (appendResult17_g11756 * appendResult25_g11757);
- float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
- float temp_output_2_0_g11747 = temp_output_10_0_g11746;
- float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747, 0.0));
- float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11749 = (appendResult16_g11747 * appendResult25_g11749);
- float2 temp_output_1_0_g11747 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, 1)));
- float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
- float2 appendResult17_g11747 = (float2(0.0, temp_output_2_0_g11747));
- float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11748 = (appendResult17_g11747 * appendResult25_g11748);
- float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
- float temp_output_2_0_g11753 = temp_output_10_0_g11746;
- float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753, 0.0));
- float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11755 = (appendResult16_g11753 * appendResult25_g11755);
- float2 temp_output_1_0_g11753 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(-1, -1)));
- float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
- float2 appendResult17_g11753 = (float2(0.0, temp_output_2_0_g11753));
- float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11754 = (appendResult17_g11753 * appendResult25_g11754);
- float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
- float temp_output_2_0_g11750 = temp_output_10_0_g11746;
- float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750, 0.0));
- float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11752 = (appendResult16_g11750 * appendResult25_g11752);
- float2 temp_output_1_0_g11750 = (temp_output_7_0_g11746 + (temp_output_10_0_g11746 * float2(1, -1)));
- float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
- float2 appendResult17_g11750 = (float2(0.0, temp_output_2_0_g11750));
- float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11751 = (appendResult17_g11750 * appendResult25_g11751);
- float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
- float4 staticSwitch3_g11744 = ((((tex2D(_MainTex, (temp_output_26_0_g11758 + temp_output_1_0_g11758)) +
- tex2D(_MainTex, (-temp_output_26_0_g11758 + temp_output_1_0_g11758))) + (
- tex2D(_MainTex, (temp_output_26_0_g11757 + temp_output_1_0_g11757)) +
- tex2D(_MainTex, (-temp_output_26_0_g11757 + temp_output_1_0_g11757)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11749 + temp_output_1_0_g11749)) +
- tex2D(_MainTex, (-temp_output_26_0_g11749 + temp_output_1_0_g11749))) + (
- tex2D(_MainTex, (temp_output_26_0_g11748 + temp_output_1_0_g11748)) +
- tex2D(_MainTex, (-temp_output_26_0_g11748 + temp_output_1_0_g11748)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11755 + temp_output_1_0_g11755)) +
- tex2D(_MainTex, (-temp_output_26_0_g11755 + temp_output_1_0_g11755))) + (
- tex2D(_MainTex, (temp_output_26_0_g11754 + temp_output_1_0_g11754)) +
- tex2D(_MainTex, (-temp_output_26_0_g11754 + temp_output_1_0_g11754)))) + ((
- tex2D(_MainTex, (temp_output_26_0_g11752 + temp_output_1_0_g11752)) +
- tex2D(_MainTex, (-temp_output_26_0_g11752 + temp_output_1_0_g11752))) + (tex2D(
- _MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(
- _MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))))) * 0.0625);
- #else
- float4 staticSwitch3_g11744 = staticSwitch8_g11744;
- #endif
- #ifdef _ENABLESHARPEN_ON
- float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
- float4 tex2DNode4_g11759 = tex2D(_MainTex, temp_output_1_0_g11759);
- float temp_output_2_0_g11760 = _SharpenOffset;
- float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760, 0.0));
- float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11762 = (appendResult16_g11760 * appendResult25_g11762);
- float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
- float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
- float2 appendResult17_g11760 = (float2(0.0, temp_output_2_0_g11760));
- float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y));
- float2 temp_output_26_0_g11761 = (appendResult17_g11760 * appendResult25_g11761);
- float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
- float4 break22_g11759 = (tex2DNode4_g11759 - (((((
- tex2D(_MainTex, (temp_output_26_0_g11762 + temp_output_1_0_g11762)) +
- tex2D(_MainTex, (-temp_output_26_0_g11762 + temp_output_1_0_g11762))) + (
- tex2D(_MainTex, (temp_output_26_0_g11761 + temp_output_1_0_g11761)) + tex2D(
- _MainTex, (-temp_output_26_0_g11761 + temp_output_1_0_g11761)))) / 4.0) - tex2DNode4_g11759) * (
- _SharpenFactor * _SharpenFade)));
- float clampResult23_g11759 = clamp(break22_g11759.a, 0.0, 1.0);
- float4 appendResult24_g11759 = (float4(break22_g11759.r, break22_g11759.g, break22_g11759.b,
- clampResult23_g11759));
- float4 staticSwitch12_g11744 = appendResult24_g11759;
- #else
- float4 staticSwitch12_g11744 = staticSwitch3_g11744;
- #endif
- float4 temp_output_471_0 = staticSwitch12_g11744;
- #ifdef _VERTEXTINTFIRST_ON
- float4 temp_output_1_0_g11763 = temp_output_471_0;
- float4 appendResult8_g11763 = (float4(((temp_output_1_0_g11763).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11763.a));
- float4 staticSwitch354 = appendResult8_g11763;
- #else
- float4 staticSwitch354 = temp_output_471_0;
- #endif
- float4 originalColor191 = staticSwitch354;
- float4 temp_output_1_0_g11764 = originalColor191;
- float4 temp_output_1_0_g11765 = temp_output_1_0_g11764;
- float2 temp_output_7_0_g11764 = finalUV146;
- #ifdef _ENABLESMOKE_ON
- float2 temp_output_43_0_g11765 = temp_output_7_0_g11764;
- float2 temp_cast_15 = (_SmokeNoiseScale).xx;
- float linValue16_g11766 = tex2D(_UberNoiseTexture,
- (((input.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11765) *
- temp_cast_15)).r;
- float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766(linValue16_g11766);
- float clampResult28_g11765 = clamp(
- (((localMyCustomExpression16_g11766 - 1.0) * _SmokeNoiseFactor) + (((input.ase_color.a / 2.5) -
- distance(temp_output_43_0_g11765, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0);
- float3 lerpResult34_g11765 = lerp((temp_output_1_0_g11765).rgb, float3(0, 0, 0),
- ((1.0 - clampResult28_g11765) * _SmokeDarkEdge));
- float4 appendResult31_g11765 = (float4(lerpResult34_g11765,
- (clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a)));
- float4 staticSwitch2_g11764 = appendResult31_g11765;
- #else
- float4 staticSwitch2_g11764 = temp_output_1_0_g11764;
- #endif
- #ifdef _ENABLECUSTOMFADE_ON
- float4 temp_output_1_0_g11767 = staticSwitch2_g11764;
- float2 temp_output_57_0_g11767 = temp_output_7_0_g11764;
- float4 tex2DNode3_g11767 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11767);
- float linValue16_g11768 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11767 * _CustomFadeNoiseScale)).r;
- float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768(linValue16_g11768);
- float clampResult37_g11767 = clamp(
- (((input.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11767.r + (localMyCustomExpression16_g11768 *
- _CustomFadeNoiseFactor))), 0.0, 1.0);
- float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb,
- (temp_output_1_0_g11767.a * pow(clampResult37_g11767,
- (_CustomFadeSmoothness / max(tex2DNode3_g11767.r, 0.05))) * _CustomFadeAlpha)));
- float4 staticSwitch3_g11764 = appendResult13_g11767;
- #else
- float4 staticSwitch3_g11764 = staticSwitch2_g11764;
- #endif
- float4 temp_output_1_0_g11769 = staticSwitch3_g11764;
- #ifdef _ENABLECHECKERBOARD_ON
- float4 temp_output_1_0_g11770 = temp_output_1_0_g11769;
- float2 appendResult4_g11770 = (float2(ase_positionWS.x, ase_positionWS.y));
- float2 temp_output_44_0_g11770 = (appendResult4_g11770 * _CheckerboardTiling * 0.5);
- float2 break12_g11770 = step((ceil(temp_output_44_0_g11770) - temp_output_44_0_g11770),
- float2(0.5, 0.5));
- float4 appendResult42_g11770 = (float4(
- ((temp_output_1_0_g11770).rgb * min(
- (_CheckerboardDarken + abs((-break12_g11770.x + break12_g11770.y))), 1.0)),
- temp_output_1_0_g11770.a));
- float4 staticSwitch2_g11769 = appendResult42_g11770;
- #else
- float4 staticSwitch2_g11769 = temp_output_1_0_g11769;
- #endif
- #ifdef _ENABLEFLAME_ON
- float2 temp_output_75_0_g11771 = finalUV146;
- float linValue16_g11772 = tex2D(_UberNoiseTexture,
- (((shaderTime237 * _FlameSpeed) +
- temp_output_75_0_g11771) *
- _FlameNoiseScale))
- .r;
- float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772(linValue16_g11772);
- float saferPower57_g11771 = abs(max((temp_output_75_0_g11771.y - 0.2), 0.0));
- float temp_output_47_0_g11771 = max(_FlameRadius, 0.01);
- float clampResult70_g11771 = clamp(
- (((localMyCustomExpression16_g11772 * pow(saferPower57_g11771, _FlameNoiseHeightFactor) *
- _FlameNoiseFactor) + ((temp_output_47_0_g11771 - distance(
- temp_output_75_0_g11771, float2(0.5, 0.4))) / temp_output_47_0_g11771)) * _FlameSmooth), 0.0,
- 1.0);
- float temp_output_63_0_g11771 = (clampResult70_g11771 * _FlameBrightness);
- float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771, temp_output_63_0_g11771,
- temp_output_63_0_g11771, clampResult70_g11771));
- float4 staticSwitch6_g11769 = (appendResult31_g11771 * staticSwitch2_g11769);
- #else
- float4 staticSwitch6_g11769 = staticSwitch2_g11769;
- #endif
- float4 temp_output_3_0_g11773 = staticSwitch6_g11769;
- float4 temp_output_1_0_g11805 = temp_output_3_0_g11773;
- float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb, 1.0));
- float2 temp_output_1_0_g11773 = finalUV146;
- #ifdef _ENABLERECOLORRGB_ON
- #ifdef _RECOLORRGBTEXTURETOGGLE_ON
- float4 staticSwitch81_g11805 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch81_g11805 = appendResult91_g11805;
- #endif
- float3 break82_g11805 = (staticSwitch81_g11805).xyz;
- float temp_output_84_0_g11805 = max((break82_g11805.x + break82_g11805.y + break82_g11805.z), 0.001);
- float4 break71_g11805 = ((_RecolorRGBRedTint * (break82_g11805.x / temp_output_84_0_g11805)) + (
- _RecolorRGBGreenTint * (break82_g11805.y / temp_output_84_0_g11805)) + ((break82_g11805.z /
- temp_output_84_0_g11805) * _RecolorRGBBlueTint));
- float3 appendResult56_g11805 = (float3(break71_g11805.r, break71_g11805.g, break71_g11805.b));
- float4 break2_g11806 = temp_output_1_0_g11805;
- float saferPower57_g11805 = abs(
- ((break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y +
- break2_g11806.z) / 6.0));
- float3 lerpResult26_g11805 = lerp((temp_output_1_0_g11805).rgb,
- (appendResult56_g11805 * pow(
- saferPower57_g11805,
- (max(break71_g11805.a, 0.01) * 2.0))),
- (staticSwitch81_g11805.w * _RecolorRGBFade));
- float4 appendResult30_g11805 = (float4(lerpResult26_g11805, temp_output_1_0_g11805.a));
- float4 staticSwitch43_g11773 = appendResult30_g11805;
- #else
- float4 staticSwitch43_g11773 = temp_output_3_0_g11773;
- #endif
- #ifdef _ENABLERECOLORRGBYCP_ON
- float4 temp_output_1_0_g11803 = staticSwitch43_g11773;
- #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
- float4 staticSwitch62_g11803 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11773);
- #else
- float4 staticSwitch62_g11803 = temp_output_1_0_g11803;
- #endif
- float3 hsvTorgb33_g11803 = RGBToHSV(staticSwitch62_g11803.rgb);
- float temp_output_43_0_g11803 = ((hsvTorgb33_g11803.x + 0.08333334) % 1.0);
- float4 ifLocalVar46_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.8333333)
- ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint;
- else
- ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint;
- float4 ifLocalVar44_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.6666667)
- ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint;
- else
- ifLocalVar44_g11803 = ifLocalVar46_g11803;
- float4 ifLocalVar47_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.3333333)
- ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint;
- else
- ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint;
- float4 ifLocalVar45_g11803 = 0;
- if (temp_output_43_0_g11803 <= 0.1666667)
- ifLocalVar45_g11803 = _RecolorRGBYCPRedTint;
- else
- ifLocalVar45_g11803 = ifLocalVar47_g11803;
- float4 ifLocalVar35_g11803 = 0;
- if (temp_output_43_0_g11803 >= 0.5)
- ifLocalVar35_g11803 = ifLocalVar44_g11803;
- else
- ifLocalVar35_g11803 = ifLocalVar45_g11803;
- float4 break55_g11803 = ifLocalVar35_g11803;
- float3 appendResult56_g11803 = (float3(break55_g11803.r, break55_g11803.g, break55_g11803.b));
- float4 break2_g11804 = temp_output_1_0_g11803;
- float saferPower57_g11803 = abs(
- ((break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y +
- break2_g11804.z) / 6.0));
- float3 lerpResult26_g11803 = lerp((temp_output_1_0_g11803).rgb,
- (appendResult56_g11803 * pow(
- saferPower57_g11803, max((break55_g11803.a * 2.0), 0.01))),
- (hsvTorgb33_g11803.z * _RecolorRGBYCPFade));
- float4 appendResult30_g11803 = (float4(lerpResult26_g11803, temp_output_1_0_g11803.a));
- float4 staticSwitch9_g11773 = appendResult30_g11803;
- #else
- float4 staticSwitch9_g11773 = staticSwitch43_g11773;
- #endif
- #ifdef _ENABLECOLORREPLACE_ON
- float4 temp_output_1_0_g11777 = staticSwitch9_g11773;
- float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb;
- float3 In115_g11777 = temp_output_2_0_g11777;
- float3 From115_g11777 = (_ColorReplaceFromColor).rgb;
- float4 break2_g11778 = temp_output_1_0_g11777;
- float3 To115_g11777 = (pow(
- max(((break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y +
- break2_g11778.z) / 6.0), 0.0001),
- max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb);
- float Fuzziness115_g11777 = _ColorReplaceSmoothness;
- float Range115_g11777 = _ColorReplaceRange;
- float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777(
- In115_g11777, From115_g11777, To115_g11777, Fuzziness115_g11777, Range115_g11777);
- float3 lerpResult112_g11777 = lerp(temp_output_2_0_g11777, localMyCustomExpression115_g11777,
- _ColorReplaceFade);
- float4 appendResult4_g11777 = (float4(lerpResult112_g11777, temp_output_1_0_g11777.a));
- float4 staticSwitch29_g11773 = appendResult4_g11777;
- #else
- float4 staticSwitch29_g11773 = staticSwitch9_g11773;
- #endif
- float4 temp_output_1_0_g11790 = staticSwitch29_g11773;
- #ifdef _ENABLENEGATIVE_ON
- float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb;
- float3 lerpResult3_g11790 = lerp(temp_output_9_0_g11790, (1.0 - temp_output_9_0_g11790), _NegativeFade);
- float4 appendResult8_g11790 = (float4(lerpResult3_g11790, temp_output_1_0_g11790.a));
- float4 staticSwitch4_g11790 = appendResult8_g11790;
- #else
- float4 staticSwitch4_g11790 = temp_output_1_0_g11790;
- #endif
- float4 temp_output_57_0_g11773 = staticSwitch4_g11790;
- #ifdef _ENABLECONTRAST_ON
- float4 temp_output_1_0_g11813 = temp_output_57_0_g11773;
- float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx;
- float4 appendResult4_g11813 = (float4(
- pow(max((temp_output_1_0_g11813).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30),
- temp_output_1_0_g11813.a));
- float4 staticSwitch32_g11773 = appendResult4_g11813;
- #else
- float4 staticSwitch32_g11773 = temp_output_57_0_g11773;
- #endif
- #ifdef _ENABLEBRIGHTNESS_ON
- float4 temp_output_2_0_g11788 = staticSwitch32_g11773;
- float4 appendResult6_g11788 = (float4(((temp_output_2_0_g11788).rgb * _Brightness),
- temp_output_2_0_g11788.a));
- float4 staticSwitch33_g11773 = appendResult6_g11788;
- #else
- float4 staticSwitch33_g11773 = staticSwitch32_g11773;
- #endif
- #ifdef _ENABLEHUE_ON
- float4 temp_output_2_0_g11789 = staticSwitch33_g11773;
- float3 hsvTorgb1_g11789 = RGBToHSV(temp_output_2_0_g11789.rgb);
- float3 hsvTorgb3_g11789 = HSVToRGB(float3((hsvTorgb1_g11789.x + _Hue), hsvTorgb1_g11789.y,
- hsvTorgb1_g11789.z));
- float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789, temp_output_2_0_g11789.a));
- float4 staticSwitch36_g11773 = appendResult8_g11789;
- #else
- float4 staticSwitch36_g11773 = staticSwitch33_g11773;
- #endif
- #ifdef _ENABLESPLITTONING_ON
- float4 temp_output_1_0_g11807 = staticSwitch36_g11773;
- float4 break2_g11808 = temp_output_1_0_g11807;
- float temp_output_3_0_g11807 = ((break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y +
- break2_g11808.y + break2_g11808.z) / 6.0);
- float clampResult25_g11807 = clamp(
- ((((temp_output_3_0_g11807 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0);
- float3 lerpResult6_g11807 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb,
- clampResult25_g11807);
- float3 lerpResult11_g11807 = lerp((temp_output_1_0_g11807).rgb,
- (lerpResult6_g11807 * pow(
- max(temp_output_3_0_g11807, 0.0001),
- max(_SplitToningContrast, 0.0001))), _SplitToningFade);
- float4 appendResult18_g11807 = (float4(lerpResult11_g11807, temp_output_1_0_g11807.a));
- float4 staticSwitch30_g11773 = appendResult18_g11807;
- #else
- float4 staticSwitch30_g11773 = staticSwitch36_g11773;
- #endif
- #ifdef _ENABLEBLACKTINT_ON
- float4 temp_output_1_0_g11785 = staticSwitch30_g11773;
- float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb;
- float4 break12_g11785 = temp_output_1_0_g11785;
- float3 lerpResult7_g11785 = lerp(temp_output_4_0_g11785,
- (temp_output_4_0_g11785 + (_BlackTintColor).rgb),
- pow(max((1.0 - min(max(max(break12_g11785.r, break12_g11785.g), break12_g11785.b),
- 1.0)), 0.0001),
- max(_BlackTintPower, 0.0001)));
- float3 lerpResult13_g11785 = lerp(temp_output_4_0_g11785, lerpResult7_g11785, _BlackTintFade);
- float4 appendResult11_g11785 = (float4(lerpResult13_g11785, break12_g11785.a));
- float4 staticSwitch20_g11773 = appendResult11_g11785;
- #else
- float4 staticSwitch20_g11773 = staticSwitch30_g11773;
- #endif
- #ifdef _ENABLEINKSPREAD_ON
- float4 temp_output_1_0_g11799 = staticSwitch20_g11773;
- float4 break2_g11801 = temp_output_1_0_g11799;
- float2 temp_output_65_0_g11799 = shaderPosition235;
- float linValue16_g11800 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11799 * _InkSpreadNoiseScale)).r;
- float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800);
- float clampResult53_g11799 = clamp(
- (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11799)) + (
- localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0,
- 1.0);
- float3 lerpResult7_g11799 = lerp((temp_output_1_0_g11799).rgb,
- ((_InkSpreadColor).rgb * pow(
- max(((break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y
- + break2_g11801.y + break2_g11801.z) / 6.0), 0.0001),
- max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11799));
- float4 appendResult9_g11799 = (float4(lerpResult7_g11799, (temp_output_1_0_g11799).a));
- float4 staticSwitch17_g11773 = appendResult9_g11799;
- #else
- float4 staticSwitch17_g11773 = staticSwitch20_g11773;
- #endif
- float temp_output_39_0_g11773 = shaderTime237;
- #ifdef _ENABLESHIFTHUE_ON
- float4 temp_output_1_0_g11791 = staticSwitch17_g11773;
- float3 hsvTorgb15_g11791 = RGBToHSV((temp_output_1_0_g11791).rgb);
- float3 hsvTorgb19_g11791 = HSVToRGB(float3(
- ((temp_output_39_0_g11773 * _ShiftHueSpeed) + hsvTorgb15_g11791.x), hsvTorgb15_g11791.y,
- hsvTorgb15_g11791.z));
- float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791, temp_output_1_0_g11791.a));
- float4 staticSwitch19_g11773 = appendResult6_g11791;
- #else
- float4 staticSwitch19_g11773 = staticSwitch17_g11773;
- #endif
- #ifdef _ENABLEADDHUE_ON
- float3 hsvTorgb19_g11795 = HSVToRGB(float3(((temp_output_39_0_g11773 * _AddHueSpeed) % 1.0),
- _AddHueSaturation, _AddHueBrightness));
- float4 temp_output_1_0_g11795 = staticSwitch19_g11773;
- float4 break2_g11797 = temp_output_1_0_g11795;
- float2 uv_AddHueMask = input.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
- float4 tex2DNode3_g11796 = tex2D(_AddHueMask, uv_AddHueMask);
- #ifdef _ADDHUEMASKTOGGLE_ON
- float staticSwitch33_g11795 = (_AddHueFade * (tex2DNode3_g11796.r * tex2DNode3_g11796.a));
- #else
- float staticSwitch33_g11795 = _AddHueFade;
- #endif
- float4 appendResult6_g11795 = (float4(
- ((hsvTorgb19_g11795 * pow(
- max(((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y +
- break2_g11797.z) / 6.0), 0.0001),
- max(_AddHueContrast, 0.0001)) * staticSwitch33_g11795) + (temp_output_1_0_g11795).rgb),
- temp_output_1_0_g11795.a));
- float4 staticSwitch23_g11773 = appendResult6_g11795;
- #else
- float4 staticSwitch23_g11773 = staticSwitch19_g11773;
- #endif
- #ifdef _ENABLESINEGLOW_ON
- float4 temp_output_1_0_g11792 = staticSwitch23_g11773;
- float4 break2_g11793 = temp_output_1_0_g11792;
- float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb;
- float2 uv_SineGlowMask = input.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
- float4 tex2DNode30_g11792 = tex2D(_SineGlowMask, uv_SineGlowMask);
- #ifdef _SINEGLOWMASKTOGGLE_ON
- float3 staticSwitch27_g11792 = ((tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.
- a);
- #else
- float3 staticSwitch27_g11792 = temp_output_13_0_g11792;
- #endif
- float4 appendResult21_g11792 = (float4(
- ((temp_output_1_0_g11792).rgb + (pow(
- max(((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y +
- break2_g11793.z) / 6.0), 0.0001),
- max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11792 * _SineGlowFade * (((
- sin((temp_output_39_0_g11773 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin))
- +
- _SineGlowMin))), temp_output_1_0_g11792.a));
- float4 staticSwitch28_g11773 = appendResult21_g11792;
- #else
- float4 staticSwitch28_g11773 = staticSwitch23_g11773;
- #endif
- #ifdef _ENABLESATURATION_ON
- float4 temp_output_1_0_g11780 = staticSwitch28_g11773;
- float4 break2_g11781 = temp_output_1_0_g11780;
- float3 temp_cast_46 = (((break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y +
- break2_g11781.y + break2_g11781.z) / 6.0)).xxx;
- float3 lerpResult5_g11780 = lerp(temp_cast_46, (temp_output_1_0_g11780).rgb, _Saturation);
- float4 appendResult8_g11780 = (float4(lerpResult5_g11780, temp_output_1_0_g11780.a));
- float4 staticSwitch38_g11773 = appendResult8_g11780;
- #else
- float4 staticSwitch38_g11773 = staticSwitch28_g11773;
- #endif
- #ifdef _ENABLEINNEROUTLINE_ON
- float4 temp_output_15_0_g11782 = staticSwitch38_g11773;
- float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb;
- float2 temp_output_7_0_g11782 = temp_output_1_0_g11773;
- float temp_output_179_0_g11782 = temp_output_39_0_g11773;
- #ifdef _INNEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch187_g11782 = ((tex2D(_InnerOutlineTintTexture,
- (temp_output_7_0_g11782 + (_InnerOutlineTextureSpeed
- * temp_output_179_0_g11782)))).rgb *
- temp_output_82_0_g11782);
- #else
- float3 staticSwitch187_g11782 = temp_output_82_0_g11782;
- #endif
- float linValue16_g11784 = tex2D(_UberNoiseTexture,
- (((temp_output_179_0_g11782 *
- _InnerOutlineNoiseSpeed) +
- temp_output_7_0_g11782) *
- _InnerOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784(linValue16_g11784);
- #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch169_g11782 = ((localMyCustomExpression16_g11784 - 0.5) *
- _InnerOutlineDistortionIntensity);
- #else
- float2 staticSwitch169_g11782 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11782 = (staticSwitch169_g11782 + temp_output_7_0_g11782);
- float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11782 = (100.0 / appendResult2_g11783);
- float temp_output_178_0_g11782 = (_InnerOutlineFade * (1.0 - min(
- min(
- min(
- min(
- min(
- min(
- min(tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, -1)) *
- temp_output_25_0_g11782))).a,
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0, 1)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((_InnerOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11782))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11782 + ((
- _InnerOutlineWidth * float2(
- -0.705, -0.705)) *
- temp_output_25_0_g11782))).a)));
- float3 lerpResult176_g11782 = lerp((temp_output_15_0_g11782).rgb, staticSwitch187_g11782,
- temp_output_178_0_g11782);
- #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch188_g11782 = (temp_output_178_0_g11782 * temp_output_15_0_g11782.a);
- #else
- float staticSwitch188_g11782 = temp_output_15_0_g11782.a;
- #endif
- float4 appendResult177_g11782 = (float4(lerpResult176_g11782, staticSwitch188_g11782));
- float4 staticSwitch12_g11773 = appendResult177_g11782;
- #else
- float4 staticSwitch12_g11773 = staticSwitch38_g11773;
- #endif
- #ifdef _ENABLEOUTEROUTLINE_ON
- float4 temp_output_15_0_g11810 = staticSwitch12_g11773;
- float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb;
- float2 temp_output_7_0_g11810 = temp_output_1_0_g11773;
- float temp_output_186_0_g11810 = temp_output_39_0_g11773;
- #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11810 = ((tex2D(_OuterOutlineTintTexture,
- (temp_output_7_0_g11810 + (_OuterOutlineTextureSpeed *
- temp_output_186_0_g11810)))).rgb * temp_output_82_0_g11810);
- #else
- float3 staticSwitch199_g11810 = temp_output_82_0_g11810;
- #endif
- float temp_output_182_0_g11810 = ((1.0 - temp_output_15_0_g11810.a) * min(
- (_OuterOutlineFade * 3.0), 1.0));
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11810 = 1.0;
- #else
- float staticSwitch203_g11810 = temp_output_182_0_g11810;
- #endif
- float3 lerpResult178_g11810 = lerp((temp_output_15_0_g11810).rgb, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float3 lerpResult170_g11810 = lerp(lerpResult178_g11810, staticSwitch199_g11810,
- staticSwitch203_g11810);
- float linValue16_g11811 = tex2D(_UberNoiseTexture,
- (((temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11810) *
- _OuterOutlineNoiseScale)).r;
- float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811(linValue16_g11811);
- #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
- float2 staticSwitch157_g11810 = ((localMyCustomExpression16_g11811 - 0.5) *
- _OuterOutlineDistortionIntensity);
- #else
- float2 staticSwitch157_g11810 = float2(0, 0);
- #endif
- float2 temp_output_131_0_g11810 = (staticSwitch157_g11810 + temp_output_7_0_g11810);
- float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11810 = (100.0 / appendResult2_g11812);
- float lerpResult168_g11810 = lerp(temp_output_15_0_g11810.a,
- min((max(
- max(
- max(
- max(
- max(
- max(
- max(
- tex2D(_MainTex,
- (temp_output_131_0_g11810 +
- ((_OuterOutlineWidth *
- float2(0, -1)) *
- temp_output_25_0_g11810)))
- .a,
- tex2D(_MainTex,
- (temp_output_131_0_g11810 +
- ((_OuterOutlineWidth *
- float2(0, 1)) *
- temp_output_25_0_g11810)))
- .a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(-1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(1, 0)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth *
- float2(0.705, 0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((
- _OuterOutlineWidth * float2(-0.705, 0.705))
- * temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth * float2(0.705, -0.705)) *
- temp_output_25_0_g11810))).a),
- tex2D(_MainTex,
- (temp_output_131_0_g11810 + ((_OuterOutlineWidth *
- float2(-0.705, -0.705)) *
- temp_output_25_0_g11810))).a) * 3.0), 1.0),
- _OuterOutlineFade);
- #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11810 = (temp_output_182_0_g11810 * lerpResult168_g11810);
- #else
- float staticSwitch200_g11810 = lerpResult168_g11810;
- #endif
- float4 appendResult174_g11810 = (float4(lerpResult170_g11810, staticSwitch200_g11810));
- float4 staticSwitch13_g11773 = appendResult174_g11810;
- #else
- float4 staticSwitch13_g11773 = staticSwitch12_g11773;
- #endif
- #ifdef _ENABLEPIXELOUTLINE_ON
- float4 temp_output_15_0_g11787 = staticSwitch13_g11773;
- float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb;
- float2 temp_output_7_0_g11787 = temp_output_1_0_g11773;
- #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
- float3 staticSwitch199_g11787 = ((tex2D(_PixelOutlineTintTexture,
- (temp_output_7_0_g11787 + (
- _PixelOutlineTextureSpeed *
- temp_output_39_0_g11773)))).rgb *
- temp_output_82_0_g11787);
- #else
- float3 staticSwitch199_g11787 = temp_output_82_0_g11787;
- #endif
- float temp_output_213_0_g11787 = (_PixelOutlineFade * step(
- temp_output_15_0_g11787.a, _PixelOutlineAlphaLimit));
- float temp_output_182_0_g11787 = ((1.0 - temp_output_15_0_g11787.a) * min(
- (temp_output_213_0_g11787 * 3.0), 1.0));
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch203_g11787 = 1.0;
- #else
- float staticSwitch203_g11787 = temp_output_182_0_g11787;
- #endif
- float3 lerpResult178_g11787 = lerp((temp_output_15_0_g11787).rgb, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float3 lerpResult170_g11787 = lerp(lerpResult178_g11787, staticSwitch199_g11787,
- staticSwitch203_g11787);
- float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float2 temp_output_209_0_g11787 = (float2(1, 1) / appendResult206_g11787);
- float lerpResult168_g11787 = lerp(temp_output_15_0_g11787.a,
- min((max(
- max(
- max(tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth * float2(
- 0, -1)) *
- temp_output_209_0_g11787))).a,
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((
- _PixelOutlineWidth *
- float2(0, 1)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(-1, 0)) *
- temp_output_209_0_g11787))).a),
- tex2D(_MainTex,
- (temp_output_7_0_g11787 + ((_PixelOutlineWidth * float2(1, 0)) *
- temp_output_209_0_g11787))).a) * 3.0), 1.0),
- temp_output_213_0_g11787);
- #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
- float staticSwitch200_g11787 = (temp_output_182_0_g11787 * lerpResult168_g11787);
- #else
- float staticSwitch200_g11787 = lerpResult168_g11787;
- #endif
- float4 appendResult174_g11787 = (float4(lerpResult170_g11787, staticSwitch200_g11787));
- float4 staticSwitch48_g11773 = appendResult174_g11787;
- #else
- float4 staticSwitch48_g11773 = staticSwitch13_g11773;
- #endif
- #ifdef _ENABLEPINGPONGGLOW_ON
- float3 lerpResult15_g11774 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb,
- ((sin((temp_output_39_0_g11773 * _PingPongGlowFrequency)) + 1.0) / 2.0));
- float4 temp_output_5_0_g11774 = staticSwitch48_g11773;
- float4 break2_g11775 = temp_output_5_0_g11774;
- float4 appendResult12_g11774 = (float4(
- ((lerpResult15_g11774 * _PingPongGlowFade * pow(
- max(((break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y +
- break2_g11775.z) / 6.0), 0.0001),
- max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11774).rgb),
- temp_output_5_0_g11774.a));
- float4 staticSwitch46_g11773 = appendResult12_g11774;
- #else
- float4 staticSwitch46_g11773 = staticSwitch48_g11773;
- #endif
- float4 temp_output_361_0 = staticSwitch46_g11773;
- #ifdef _ENABLEHOLOGRAM_ON
- float4 temp_output_1_0_g11815 = temp_output_361_0;
- float4 break2_g11816 = temp_output_1_0_g11815;
- float temp_output_44_0_g11815 = unity_OrthoParams.y;
- float4 appendResult22_g11815 = (float4(
- ((_HologramTint).rgb *
- pow(max(((break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.
- y + break2_g11816.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(
- pow(abs(sin(
- ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11815 *
- 0.2)) +
- ase_positionWS.y) / temp_output_44_0_g11815) *
- _HologramLineFrequency))),
- _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11815.a)));
- float4 lerpResult37_g11815 = lerp(temp_output_1_0_g11815, appendResult22_g11815, hologramFade182);
- float4 staticSwitch56 = lerpResult37_g11815;
- #else
- float4 staticSwitch56 = temp_output_361_0;
- #endif
- #ifdef _ENABLEGLITCH_ON
- float4 temp_output_1_0_g11818 = staticSwitch56;
- float4 break2_g11820 = temp_output_1_0_g11818;
- float temp_output_34_0_g11818 = shaderTime237;
- float linValue16_g11819 = tex2D(_UberNoiseTexture,
- ((glitchPosition154 + (_GlitchNoiseSpeed *
- temp_output_34_0_g11818)) *
- _GlitchNoiseScale)).r;
- float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819(linValue16_g11819);
- float3 hsvTorgb3_g11821 = HSVToRGB(float3(
- (localMyCustomExpression16_g11819 + (temp_output_34_0_g11818 * _GlitchHueSpeed)), 1.0, 1.0));
- float3 lerpResult23_g11818 = lerp((temp_output_1_0_g11818).rgb,
- (((break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y +
- break2_g11820.y + break2_g11820.z) / 6.0) * _GlitchBrightness *
- hsvTorgb3_g11821), glitchFade152);
- float4 appendResult27_g11818 = (float4(lerpResult23_g11818, temp_output_1_0_g11818.a));
- float4 staticSwitch57 = appendResult27_g11818;
- #else
- float4 staticSwitch57 = staticSwitch56;
- #endif
- float4 temp_output_3_0_g11822 = staticSwitch57;
- float4 temp_output_1_0_g11852 = temp_output_3_0_g11822;
- float2 temp_output_41_0_g11822 = shaderPosition235;
- float2 temp_output_99_0_g11852 = temp_output_41_0_g11822;
- float temp_output_40_0_g11822 = shaderTime237;
- #ifdef _ENABLECAMOUFLAGE_ON
- float linValue16_g11857 = tex2D(_UberNoiseTexture,
- (((temp_output_40_0_g11822 * _CamouflageDistortionSpeed) + temp_output_99_0_g11852) *
- _CamouflageDistortionScale)).r;
- float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857(linValue16_g11857);
- #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
- float2 staticSwitch101_g11852 = (((localMyCustomExpression16_g11857 - 0.25) *
- _CamouflageDistortionIntensity) + temp_output_99_0_g11852);
- #else
- float2 staticSwitch101_g11852 = temp_output_99_0_g11852;
- #endif
- float linValue16_g11854 = tex2D(_UberNoiseTexture, (staticSwitch101_g11852 * _CamouflageNoiseScaleA)).r;
- float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854);
- float clampResult52_g11852 = clamp(
- ((_CamouflageDensityA - localMyCustomExpression16_g11854) / max(_CamouflageSmoothnessA, 0.005)),
- 0.0, 1.0);
- float4 lerpResult55_g11852 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11852),
- clampResult52_g11852);
- float linValue16_g11856 = tex2D(_UberNoiseTexture,
- ((staticSwitch101_g11852 + float2(12.3, 12.3)) *
- _CamouflageNoiseScaleB)).r;
- float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856(linValue16_g11856);
- float clampResult65_g11852 = clamp(
- ((_CamouflageDensityB - localMyCustomExpression16_g11856) / max(_CamouflageSmoothnessB, 0.005)),
- 0.0, 1.0);
- float4 lerpResult68_g11852 = lerp(lerpResult55_g11852, (_CamouflageColorB * clampResult65_g11852),
- clampResult65_g11852);
- float4 break2_g11855 = temp_output_1_0_g11852;
- float3 lerpResult4_g11852 = lerp((temp_output_1_0_g11852).rgb,
- ((lerpResult68_g11852).rgb * pow(
- max(((break2_g11855.x + break2_g11855.x + break2_g11855.y +
- break2_g11855.y + break2_g11855.y + break2_g11855.z) /
- 6.0), 0.0001), max(_CamouflageContrast, 0.0001))),
- _CamouflageFade);
- float4 appendResult7_g11852 = (float4(lerpResult4_g11852, temp_output_1_0_g11852.a));
- float4 staticSwitch26_g11822 = appendResult7_g11852;
- #else
- float4 staticSwitch26_g11822 = temp_output_3_0_g11822;
- #endif
- #ifdef _ENABLEMETAL_ON
- float4 temp_output_1_0_g11845 = staticSwitch26_g11822;
- float temp_output_59_0_g11845 = temp_output_40_0_g11822;
- float2 temp_output_58_0_g11845 = temp_output_41_0_g11822;
- float linValue16_g11846 = tex2D(_UberNoiseTexture,
- (((temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed) +
- temp_output_58_0_g11845) * _MetalNoiseDistortionScale)).r;
- float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846);
- float linValue16_g11848 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11846 - 0.25) * _MetalNoiseDistortion) +
- ((temp_output_59_0_g11845 * _MetalNoiseSpeed) +
- temp_output_58_0_g11845)) * _MetalNoiseScale)).r;
- float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848(linValue16_g11848);
- float4 break2_g11847 = temp_output_1_0_g11845;
- float temp_output_5_0_g11845 = ((break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y +
- break2_g11847.y + break2_g11847.z) / 6.0);
- float2 uv_MetalMask = input.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
- float4 tex2DNode3_g11850 = tex2D(_MetalMask, uv_MetalMask);
- #ifdef _METALMASKTOGGLE_ON
- float staticSwitch60_g11845 = (_MetalFade * (tex2DNode3_g11850.r * tex2DNode3_g11850.a));
- #else
- float staticSwitch60_g11845 = _MetalFade;
- #endif
- float4 lerpResult45_g11845 = lerp(temp_output_1_0_g11845,
- ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11848) /
- max(_MetalHighlightDensity, 0.01)),
- 0.0) * _MetalHighlightColor * pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalHighlightContrast, 0.0001))) + (pow(
- max(temp_output_5_0_g11845, 0.0001),
- max(_MetalContrast, 0.0001)) * _MetalColor)),
- staticSwitch60_g11845);
- float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb, (temp_output_1_0_g11845).a));
- float4 staticSwitch28_g11822 = appendResult8_g11845;
- #else
- float4 staticSwitch28_g11822 = staticSwitch26_g11822;
- #endif
- #ifdef _ENABLEFROZEN_ON
- float4 temp_output_1_0_g11837 = staticSwitch28_g11822;
- float4 break2_g11838 = temp_output_1_0_g11837;
- float temp_output_7_0_g11837 = ((break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y +
- break2_g11838.y + break2_g11838.z) / 6.0);
- float2 temp_output_72_0_g11837 = temp_output_41_0_g11822;
- float linValue16_g11839 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11837 * _FrozenSnowScale)).r;
- float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839(linValue16_g11839);
- float temp_output_73_0_g11837 = temp_output_40_0_g11822;
- float linValue16_g11841 = tex2D(_UberNoiseTexture,
- (((temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed) +
- temp_output_72_0_g11837) * _FrozenHighlightDistortionScale)).r;
- float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841(linValue16_g11841);
- float linValue16_g11842 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11841 - 0.25) *
- _FrozenHighlightDistortion) + ((temp_output_73_0_g11837 *
- _FrozenHighlightSpeed) + temp_output_72_0_g11837)) *
- _FrozenHighlightScale)).r;
- float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842(linValue16_g11842);
- float3 lerpResult57_g11837 = lerp((temp_output_1_0_g11837).rgb,
- ((pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + (
- pow(max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb *
- max((_FrozenSnowDensity - localMyCustomExpression16_g11839),
- 0.0))) + ((max(
- ((_FrozenHighlightDensity - localMyCustomExpression16_g11842) /
- max(_FrozenHighlightDensity, 0.01)),
- 0.0) * _FrozenHighlightColor * pow(
- max(temp_output_7_0_g11837, 0.0001),
- max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade);
- float4 appendResult26_g11837 = (float4(lerpResult57_g11837, temp_output_1_0_g11837.a));
- float4 staticSwitch29_g11822 = appendResult26_g11837;
- #else
- float4 staticSwitch29_g11822 = staticSwitch28_g11822;
- #endif
- #ifdef _ENABLEBURN_ON
- float4 temp_output_1_0_g11831 = staticSwitch29_g11822;
- float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb;
- float4 break2_g11835 = float4(temp_output_28_0_g11831, 0.0);
- float2 temp_output_72_0_g11831 = temp_output_41_0_g11822;
- float linValue16_g11834 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnSwirlNoiseScale)).r;
- float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834(linValue16_g11834);
- float linValue16_g11832 = tex2D(_UberNoiseTexture,
- ((((localMyCustomExpression16_g11834 - 0.5) * float2(1, 1) *
- _BurnSwirlFactor) + temp_output_72_0_g11831) *
- _BurnInsideNoiseScale)).r;
- float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832(linValue16_g11832);
- float clampResult68_g11831 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11832), 0.0,
- 1.0);
- float linValue16_g11833 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11831 * _BurnEdgeNoiseScale)).r;
- float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833(linValue16_g11833);
- float temp_output_15_0_g11831 = (((_BurnRadius - distance(temp_output_72_0_g11831, _BurnPosition)) + (
- localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01));
- float clampResult18_g11831 = clamp(temp_output_15_0_g11831, 0.0, 1.0);
- float3 lerpResult29_g11831 = lerp(temp_output_28_0_g11831,
- (pow(
- max(((break2_g11835.x + break2_g11835.x + break2_g11835.y +
- break2_g11835.y + break2_g11835.y + break2_g11835.z) /
- 6.0), 0.0001),
- max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb
- * clampResult68_g11831) + (_BurnInsideColor).rgb)),
- clampResult18_g11831);
- float3 lerpResult40_g11831 = lerp(temp_output_28_0_g11831,
- (lerpResult29_g11831 + ((step(temp_output_15_0_g11831, 1.0) * step(
- 0.0, temp_output_15_0_g11831)) * (_BurnEdgeColor).rgb)),
- _BurnFade);
- float4 appendResult43_g11831 = (float4(lerpResult40_g11831, temp_output_1_0_g11831.a));
- float4 staticSwitch32_g11822 = appendResult43_g11831;
- #else
- float4 staticSwitch32_g11822 = staticSwitch29_g11822;
- #endif
- #ifdef _ENABLERAINBOW_ON
- float2 temp_output_42_0_g11827 = temp_output_41_0_g11822;
- float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11827 * _RainbowNoiseScale)).r;
- float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828);
- float3 hsvTorgb3_g11830 = HSVToRGB(float3(
- (((distance(temp_output_42_0_g11827, _RainbowCenter) + (localMyCustomExpression16_g11828 *
- _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11822)), 1.0,
- 1.0));
- float3 hsvTorgb36_g11827 = RGBToHSV(hsvTorgb3_g11830);
- float3 hsvTorgb37_g11827 = HSVToRGB(float3(hsvTorgb36_g11827.x, _RainbowSaturation,
- (hsvTorgb36_g11827.z * _RainbowBrightness)));
- float4 temp_output_1_0_g11827 = staticSwitch32_g11822;
- float4 break2_g11829 = temp_output_1_0_g11827;
- float saferPower24_g11827 = abs(
- ((break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y +
- break2_g11829.z) / 6.0));
- float4 appendResult29_g11827 = (float4(
- ((hsvTorgb37_g11827 * pow(saferPower24_g11827, max(_RainbowContrast, 0.001)) * _RainbowFade) + (
- temp_output_1_0_g11827).rgb), temp_output_1_0_g11827.a));
- float4 staticSwitch34_g11822 = appendResult29_g11827;
- #else
- float4 staticSwitch34_g11822 = staticSwitch32_g11822;
- #endif
- #ifdef _ENABLESHINE_ON
- float4 temp_output_1_0_g11823 = staticSwitch34_g11822;
- float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb;
- float4 break2_g11825 = temp_output_1_0_g11823;
- float3 temp_cast_69 = (((break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y +
- break2_g11825.y + break2_g11825.z) / 6.0)).xxx;
- float3 lerpResult92_g11823 = lerp(temp_cast_69, temp_output_57_0_g11823, _ShineSaturation);
- float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx;
- float3 rotatedValue69_g11823 = RotateAroundAxis(float3(0, 0, 0),
- float3((_ShineFrequency * temp_output_41_0_g11822),
- 0.0), float3(0, 0, 1),
- ((_ShineRotation / 180.0) * PI));
- float temp_output_103_0_g11823 = (_ShineFrequency * _ShineWidth);
- float clampResult80_g11823 = clamp(
- (((sin((rotatedValue69_g11823.x - (temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency))) - (1.0
- - temp_output_103_0_g11823)) / temp_output_103_0_g11823) * _ShineSmooth), 0.0, 1.0);
- float2 uv_ShineMask = input.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
- float4 tex2DNode3_g11824 = tex2D(_ShineMask, uv_ShineMask);
- #ifdef _SHINEMASKTOGGLE_ON
- float staticSwitch98_g11823 = (_ShineFade * (tex2DNode3_g11824.r * tex2DNode3_g11824.a));
- #else
- float staticSwitch98_g11823 = _ShineFade;
- #endif
- float4 appendResult8_g11823 = (float4(
- (temp_output_57_0_g11823 + ((pow(max(lerpResult92_g11823, float3(0.0001, 0.0001, 0.0001)),
- temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11823 *
- staticSwitch98_g11823)), (temp_output_1_0_g11823).a));
- float4 staticSwitch36_g11822 = appendResult8_g11823;
- #else
- float4 staticSwitch36_g11822 = staticSwitch34_g11822;
- #endif
- #ifdef _ENABLEPOISON_ON
- float temp_output_41_0_g11858 = temp_output_40_0_g11822;
- float linValue16_g11860 = tex2D(_UberNoiseTexture,
- (((temp_output_41_0_g11858 * _PoisonNoiseSpeed) +
- temp_output_41_0_g11822) * _PoisonNoiseScale)).r;
- float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860(linValue16_g11860);
- float3 temp_output_24_0_g11858 = (_PoisonColor).rgb;
- float4 temp_output_1_0_g11858 = staticSwitch36_g11822;
- float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
- float4 break2_g11859 = float4(temp_output_28_0_g11858, 0.0);
- float3 lerpResult32_g11858 = lerp(temp_output_28_0_g11858,
- (temp_output_24_0_g11858 * ((break2_g11859.x + break2_g11859.x +
- break2_g11859.y + break2_g11859.y + break2_g11859.y +
- break2_g11859.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor));
- float4 appendResult27_g11858 = (float4(
- ((max(
- pow(max(abs((((localMyCustomExpression16_g11860 + (temp_output_41_0_g11858 * _PoisonShiftSpeed))
- % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)),
- 0.0) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11858),
- temp_output_1_0_g11858.a));
- float4 staticSwitch39_g11822 = appendResult27_g11858;
- #else
- float4 staticSwitch39_g11822 = staticSwitch36_g11822;
- #endif
- float4 temp_output_10_0_g11862 = staticSwitch39_g11822;
- #ifdef _ENABLEENCHANTED_ON
- float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb;
- float2 temp_output_2_0_g11862 = temp_output_41_0_g11822;
- float temp_output_1_0_g11862 = temp_output_40_0_g11822;
- float2 temp_output_6_0_g11862 = (temp_output_1_0_g11862 * _EnchantedSpeed);
- float linValue16_g11865 = tex2D(_UberNoiseTexture,
- (((temp_output_2_0_g11862 - ((temp_output_6_0_g11862 +
- float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale)
- *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865(linValue16_g11865);
- float linValue16_g11863 = tex2D(_UberNoiseTexture,
- (((temp_output_6_0_g11862 + temp_output_2_0_g11862) * _EnchantedScale) *
- float2(1, 1))).r;
- float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863(linValue16_g11863);
- float temp_output_36_0_g11862 = (localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863);
- float temp_output_43_0_g11862 = (temp_output_36_0_g11862 * 0.5);
- float3 lerpResult42_g11862 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb,
- temp_output_43_0_g11862);
- float3 hsvTorgb53_g11862 = HSVToRGB(float3(
- ((temp_output_43_0_g11862 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed *
- temp_output_1_0_g11862)), _EnchantedRainbowSaturation, 1.0));
- #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
- float3 staticSwitch50_g11862 = hsvTorgb53_g11862;
- #else
- float3 staticSwitch50_g11862 = lerpResult42_g11862;
- #endif
- float4 break2_g11864 = temp_output_10_0_g11862;
- float3 temp_output_40_0_g11862 = (staticSwitch50_g11862 * pow(
- max(((break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y +
- break2_g11864.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness);
- float temp_output_45_0_g11862 = (max((temp_output_36_0_g11862 - _EnchantedReduce), 0.0) *
- _EnchantedFade);
- float3 lerpResult44_g11862 = lerp(temp_output_12_0_g11862, temp_output_40_0_g11862,
- temp_output_45_0_g11862);
- #ifdef _ENCHANTEDLERPTOGGLE_ON
- float3 staticSwitch47_g11862 = lerpResult44_g11862;
- #else
- float3 staticSwitch47_g11862 = (temp_output_12_0_g11862 + (temp_output_40_0_g11862 *
- temp_output_45_0_g11862));
- #endif
- float4 appendResult19_g11862 = (float4(staticSwitch47_g11862, temp_output_10_0_g11862.a));
- float4 staticSwitch11_g11862 = appendResult19_g11862;
- #else
- float4 staticSwitch11_g11862 = temp_output_10_0_g11862;
- #endif
- float4 temp_output_1_0_g11867 = staticSwitch11_g11862;
- #ifdef _ENABLESHIFTING_ON
- float4 break5_g11867 = temp_output_1_0_g11867;
- float3 appendResult32_g11867 = (float3(break5_g11867.r, break5_g11867.g, break5_g11867.b));
- float4 break2_g11868 = temp_output_1_0_g11867;
- float temp_output_4_0_g11867 = ((break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y +
- break2_g11868.y + break2_g11868.z) / 6.0);
- float temp_output_11_0_g11867 = (((temp_output_4_0_g11867 + (temp_output_40_0_g11822 * _ShiftingSpeed))
- * _ShiftingDensity) % 1.0);
- float3 lerpResult20_g11867 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb,
- (abs((temp_output_11_0_g11867 - 0.5)) * 2.0));
- float3 hsvTorgb12_g11867 = HSVToRGB(float3(temp_output_11_0_g11867, _ShiftingSaturation,
- _ShiftingBrightness));
- #ifdef _SHIFTINGRAINBOWTOGGLE_ON
- float3 staticSwitch26_g11867 = hsvTorgb12_g11867;
- #else
- float3 staticSwitch26_g11867 = (lerpResult20_g11867 * _ShiftingBrightness);
- #endif
- float3 lerpResult31_g11867 = lerp(appendResult32_g11867,
- (staticSwitch26_g11867 * pow(
- max(temp_output_4_0_g11867, 0.0001),
- max(_ShiftingContrast, 0.0001))), _ShiftingFade);
- float4 appendResult6_g11867 = (float4(lerpResult31_g11867, break5_g11867.a));
- float4 staticSwitch33_g11867 = appendResult6_g11867;
- #else
- float4 staticSwitch33_g11867 = temp_output_1_0_g11867;
- #endif
- float4 temp_output_5_0_g11874 = staticSwitch33_g11867;
- #ifdef _ENABLETEXTURELAYER1_ON
- float4 break6_g11874 = temp_output_5_0_g11874;
- float3 appendResult11_g11874 = (float3(break6_g11874.r, break6_g11874.g, break6_g11874.b));
- float temp_output_27_0_g11874 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
- float2 staticSwitch73_g11874 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed *
- temp_output_27_0_g11874));
- #else
- float2 staticSwitch73_g11874 = _TextureLayer1Offset;
- #endif
- float2 temp_output_72_0_g11874 = ((_TextureLayer1Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11874);
- float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
- float2 UV10_g11875 = (((((((((temp_output_72_0_g11874 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11875 = _TextureLayer1Columns;
- int Height10_g11875 = _TextureLayer1Rows;
- float Tile10_g11875 = round(
- ((_TextureLayer1Speed * temp_output_27_0_g11874) + _TextureLayer1StartFrame));
- float2 Invert10_g11875 = float2(0, 1);
- float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875(
- UV10_g11875, Width10_g11875, Height10_g11875, Tile10_g11875, Invert10_g11875);
- #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
- float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875;
- #else
- float2 staticSwitch20_g11874 = temp_output_72_0_g11874;
- #endif
- float4 tex2DNode3_g11874 = tex2D(_TextureLayer1Texture, staticSwitch20_g11874);
- float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r, tex2DNode3_g11874.g, tex2DNode3_g11874.b));
- float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g,
- _TextureLayer1Color.b));
- float3 temp_output_16_0_g11874 = (appendResult13_g11874 * appendResult18_g11874);
- float4 break2_g11876 = temp_output_5_0_g11874;
- #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
- float3 staticSwitch80_g11874 = (pow(
- max(((break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y +
- break2_g11876.z) / 6.0), 0.0001),
- max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11874);
- #else
- float3 staticSwitch80_g11874 = temp_output_16_0_g11874;
- #endif
- float3 lerpResult12_g11874 = lerp(appendResult11_g11874, staticSwitch80_g11874,
- (tex2DNode3_g11874.a * _TextureLayer1Fade));
- float4 appendResult14_g11874 = (float4(lerpResult12_g11874, break6_g11874.a));
- float4 staticSwitch15_g11874 = appendResult14_g11874;
- #else
- float4 staticSwitch15_g11874 = temp_output_5_0_g11874;
- #endif
- float4 temp_output_5_0_g11870 = staticSwitch15_g11874;
- #ifdef _ENABLETEXTURELAYER2_ON
- float4 break6_g11870 = temp_output_5_0_g11870;
- float3 appendResult11_g11870 = (float3(break6_g11870.r, break6_g11870.g, break6_g11870.b));
- float temp_output_27_0_g11870 = temp_output_40_0_g11822;
- #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
- float2 staticSwitch73_g11870 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed *
- temp_output_27_0_g11870));
- #else
- float2 staticSwitch73_g11870 = _TextureLayer2Offset;
- #endif
- float2 temp_output_72_0_g11870 = ((_TextureLayer2Scale * temp_output_41_0_g11822) -
- staticSwitch73_g11870);
- float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
- float2 UV10_g11871 = (((((((((temp_output_72_0_g11870 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) -
- float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) +
- float2(1, 1)) % float2(1, 1));
- int Width10_g11871 = _TextureLayer2Columns;
- int Height10_g11871 = _TextureLayer2Rows;
- float Tile10_g11871 = round(
- ((_TextureLayer2Speed * temp_output_27_0_g11870) + _TextureLayer2StartFrame));
- float2 Invert10_g11871 = float2(0, 1);
- float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871(
- UV10_g11871, Width10_g11871, Height10_g11871, Tile10_g11871, Invert10_g11871);
- #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
- float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871;
- #else
- float2 staticSwitch20_g11870 = temp_output_72_0_g11870;
- #endif
- float4 tex2DNode3_g11870 = tex2D(_TextureLayer2Texture, staticSwitch20_g11870);
- float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r, tex2DNode3_g11870.g, tex2DNode3_g11870.b));
- float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g,
- _TextureLayer2Color.b));
- float3 temp_output_16_0_g11870 = (appendResult13_g11870 * appendResult18_g11870);
- float4 break2_g11872 = temp_output_5_0_g11870;
- #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
- float3 staticSwitch84_g11870 = (pow(
- max(((break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y +
- break2_g11872.z) / 6.0), 0.0001),
- max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11870);
- #else
- float3 staticSwitch84_g11870 = temp_output_16_0_g11870;
- #endif
- float3 lerpResult12_g11870 = lerp(appendResult11_g11870, staticSwitch84_g11870,
- (tex2DNode3_g11870.a * _TextureLayer2Fade));
- float4 appendResult14_g11870 = (float4(lerpResult12_g11870, break6_g11870.a));
- float4 staticSwitch15_g11870 = appendResult14_g11870;
- #else
- float4 staticSwitch15_g11870 = temp_output_5_0_g11870;
- #endif
- float4 temp_output_473_0 = staticSwitch15_g11870;
- #ifdef _ENABLEFULLDISTORTION_ON
- float4 break4_g11878 = temp_output_473_0;
- float fullDistortionAlpha164 = _FullDistortionFade;
- float4 appendResult5_g11878 = (float4(break4_g11878.r, break4_g11878.g, break4_g11878.b,
- (break4_g11878.a * fullDistortionAlpha164)));
- float4 staticSwitch77 = appendResult5_g11878;
- #else
- float4 staticSwitch77 = temp_output_473_0;
- #endif
- #ifdef _ENABLEDIRECTIONALDISTORTION_ON
- float4 break4_g11879 = staticSwitch77;
- float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert)
- ? ((1.0 - clampResult154_g11675))
- : (clampResult154_g11675));
- float4 appendResult5_g11879 = (float4(break4_g11879.r, break4_g11879.g, break4_g11879.b,
- (break4_g11879.a * directionalDistortionAlpha167)));
- float4 staticSwitch75 = appendResult5_g11879;
- #else
- float4 staticSwitch75 = staticSwitch77;
- #endif
- float4 temp_output_1_0_g11880 = staticSwitch75;
- float4 temp_output_1_0_g11881 = temp_output_1_0_g11880;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float temp_output_53_0_g11881 = max(_FullAlphaDissolveWidth, 0.001);
- #endif
- float2 temp_output_18_0_g11880 = shaderPosition235;
- #ifdef _ENABLEFULLALPHADISSOLVE_ON
- float linValue16_g11882 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882(linValue16_g11882);
- float clampResult17_g11881 = clamp(
- (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11881)) - localMyCustomExpression16_g11882) /
- temp_output_53_0_g11881), 0.0, 1.0);
- float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb,
- (temp_output_1_0_g11881.a * clampResult17_g11881)));
- float4 staticSwitch3_g11880 = appendResult3_g11881;
- #else
- float4 staticSwitch3_g11880 = temp_output_1_0_g11880;
- #endif
- #ifdef _ENABLEFULLGLOWDISSOLVE_ON
- float linValue16_g11890 = tex2D(_UberNoiseTexture,
- (temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890(linValue16_g11890);
- float temp_output_5_0_g11889 = localMyCustomExpression16_g11890;
- float temp_output_61_0_g11889 = step(temp_output_5_0_g11889, _FullGlowDissolveFade);
- float temp_output_53_0_g11889 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001);
- float4 temp_output_1_0_g11889 = staticSwitch3_g11880;
- float4 appendResult3_g11889 = (float4(
- (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11889 - step(
- temp_output_5_0_g11889,
- ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11889)) - temp_output_53_0_g11889)))) + (
- temp_output_1_0_g11889).rgb), (temp_output_1_0_g11889.a * temp_output_61_0_g11889)));
- float4 staticSwitch5_g11880 = appendResult3_g11889;
- #else
- float4 staticSwitch5_g11880 = staticSwitch3_g11880;
- #endif
- #ifdef _ENABLESOURCEALPHADISSOLVE_ON
- float4 temp_output_1_0_g11891 = staticSwitch5_g11880;
- float2 temp_output_76_0_g11891 = temp_output_18_0_g11880;
- float linValue16_g11892 = tex2D(_UberNoiseTexture,
- (temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892(linValue16_g11892);
- float clampResult17_g11891 = clamp(
- ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11891) + (
- localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor))) / max(
- _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb,
- (temp_output_1_0_g11891.a * ((_SourceAlphaDissolveInvert)
- ? ((1.0 - clampResult17_g11891))
- : (clampResult17_g11891)))));
- float4 staticSwitch8_g11880 = appendResult3_g11891;
- #else
- float4 staticSwitch8_g11880 = staticSwitch5_g11880;
- #endif
- #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
- float2 temp_output_90_0_g11887 = temp_output_18_0_g11880;
- float linValue16_g11888 = tex2D(_UberNoiseTexture,
- (temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale)).r;
- float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888(linValue16_g11888);
- float temp_output_65_0_g11887 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11887) + (
- localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor));
- float temp_output_75_0_g11887 = step(temp_output_65_0_g11887, _SourceGlowDissolveFade);
- float temp_output_76_0_g11887 = step(temp_output_65_0_g11887,
- (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001)));
- float4 temp_output_1_0_g11887 = staticSwitch8_g11880;
- float4 appendResult3_g11887 = (float4(
- ((max((temp_output_75_0_g11887 - temp_output_76_0_g11887), 0.0) * (_SourceGlowDissolveEdgeColor).
- rgb) + (temp_output_1_0_g11887).rgb),
- (temp_output_1_0_g11887.a * ((_SourceGlowDissolveInvert)
- ? ((1.0 - temp_output_76_0_g11887))
- : (temp_output_75_0_g11887)))));
- float4 staticSwitch9_g11880 = appendResult3_g11887;
- #else
- float4 staticSwitch9_g11880 = staticSwitch8_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
- float4 temp_output_1_0_g11883 = staticSwitch9_g11880;
- float2 temp_output_161_0_g11883 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11883 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11883, 0.0),
- float3(0, 0, 1),
- (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11883 = rotatedValue136_g11883;
- float linValue16_g11884 = tex2D(_UberNoiseTexture,
- (temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale)).r;
- float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884(linValue16_g11884);
- float clampResult154_g11883 = clamp(
- ((break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + (
- localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor)) / max(
- _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0);
- float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb,
- (temp_output_1_0_g11883.a * ((_DirectionalAlphaFadeInvert)
- ? ((1.0 - clampResult154_g11883))
- : (clampResult154_g11883)))));
- float4 staticSwitch11_g11880 = appendResult3_g11883;
- #else
- float4 staticSwitch11_g11880 = staticSwitch9_g11880;
- #endif
- #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
- float2 temp_output_171_0_g11885 = temp_output_18_0_g11880;
- float3 rotatedValue136_g11885 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11885, 0.0),
- float3(0, 0, 1),
- (((_DirectionalGlowFadeRotation / 180.0) + -0.25) *
- PI));
- float3 break130_g11885 = rotatedValue136_g11885;
- float linValue16_g11886 = tex2D(_UberNoiseTexture,
- (temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale)).r;
- float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886(linValue16_g11886);
- float temp_output_168_0_g11885 = max(
- ((break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + (
- localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor)) / max(
- _DirectionalGlowFadeWidth, 0.001)), 0.0);
- float temp_output_161_0_g11885 = step(0.1, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885)));
- float4 temp_output_1_0_g11885 = staticSwitch11_g11880;
- float clampResult154_g11885 = clamp(temp_output_161_0_g11885, 0.0, 1.0);
- float4 appendResult3_g11885 = (float4(
- (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11885 - step(
- 1.0, ((_DirectionalGlowFadeInvert)
- ? ((1.0 - temp_output_168_0_g11885))
- : (temp_output_168_0_g11885))))) + (temp_output_1_0_g11885).rgb),
- (temp_output_1_0_g11885.a * clampResult154_g11885)));
- float4 staticSwitch15_g11880 = appendResult3_g11885;
- #else
- float4 staticSwitch15_g11880 = staticSwitch11_g11880;
- #endif
- #ifdef _ENABLEHALFTONE_ON
- float4 temp_output_1_0_g11893 = staticSwitch15_g11880;
- float2 temp_output_126_0_g11893 = temp_output_18_0_g11880;
- float temp_output_121_0_g11893 = max(
- ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11893)) / max(
- 0.01, _HalftoneFadeWidth)), 0.0);
- float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893, temp_output_121_0_g11893));
- float temp_output_17_0_g11894 = length(
- ((((abs(temp_output_126_0_g11893) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) /
- appendResult11_g11894));
- float clampResult17_g11893 = clamp(
- saturate(((1.0 - temp_output_17_0_g11894) / fwidth(temp_output_17_0_g11894))), 0.0, 1.0);
- float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb,
- (temp_output_1_0_g11893.a * ((_HalftoneInvert)
- ? ((1.0 - clampResult17_g11893))
- : (clampResult17_g11893)))));
- float4 staticSwitch13_g11880 = appendResult3_g11893;
- #else
- float4 staticSwitch13_g11880 = staticSwitch15_g11880;
- #endif
- #ifdef _ENABLEADDCOLOR_ON
- float3 temp_output_3_0_g11896 = (_AddColorColor).rgb;
- float2 uv_AddColorMask = input.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
- float4 tex2DNode19_g11896 = tex2D(_AddColorMask, uv_AddColorMask);
- #ifdef _ADDCOLORMASKTOGGLE_ON
- float3 staticSwitch16_g11896 = (temp_output_3_0_g11896 * ((tex2DNode19_g11896).rgb * tex2DNode19_g11896.
- a));
- #else
- float3 staticSwitch16_g11896 = temp_output_3_0_g11896;
- #endif
- float4 temp_output_1_0_g11896 = staticSwitch13_g11880;
- float4 break2_g11898 = temp_output_1_0_g11896;
- #ifdef _ADDCOLORCONTRASTTOGGLE_ON
- float3 staticSwitch17_g11896 = (staticSwitch16_g11896 * pow(
- max(((break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y +
- break2_g11898.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001)));
- #else
- float3 staticSwitch17_g11896 = staticSwitch16_g11896;
- #endif
- float4 appendResult6_g11896 = (float4(
- ((staticSwitch17_g11896 * _AddColorFade) + (temp_output_1_0_g11896).rgb),
- temp_output_1_0_g11896.a));
- float4 staticSwitch5_g11895 = appendResult6_g11896;
- #else
- float4 staticSwitch5_g11895 = staticSwitch13_g11880;
- #endif
- #ifdef _ENABLEALPHATINT_ON
- float4 temp_output_1_0_g11899 = staticSwitch5_g11895;
- float3 lerpResult4_g11899 = lerp((temp_output_1_0_g11899).rgb, (_AlphaTintColor).rgb,
- ((1.0 - temp_output_1_0_g11899.a) * step(
- _AlphaTintMinAlpha, temp_output_1_0_g11899.a) * _AlphaTintFade));
- float4 appendResult13_g11899 = (float4(lerpResult4_g11899, temp_output_1_0_g11899.a));
- float4 staticSwitch11_g11895 = appendResult13_g11899;
- #else
- float4 staticSwitch11_g11895 = staticSwitch5_g11895;
- #endif
- #ifdef _ENABLESTRONGTINT_ON
- float4 temp_output_1_0_g11900 = staticSwitch11_g11895;
- float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb;
- float2 uv_StrongTintMask = input.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
- float4 tex2DNode23_g11900 = tex2D(_StrongTintMask, uv_StrongTintMask);
- #ifdef _STRONGTINTMASKTOGGLE_ON
- float3 staticSwitch21_g11900 = (temp_output_6_0_g11900 * ((tex2DNode23_g11900).rgb * tex2DNode23_g11900.
- a));
- #else
- float3 staticSwitch21_g11900 = temp_output_6_0_g11900;
- #endif
- float4 break2_g11902 = temp_output_1_0_g11900;
- #ifdef _STRONGTINTCONTRASTTOGGLE_ON
- float3 staticSwitch22_g11900 = (pow(
- max(((break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y +
- break2_g11902.z) / 6.0), 0.0001),
- max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11900);
- #else
- float3 staticSwitch22_g11900 = staticSwitch21_g11900;
- #endif
- float3 lerpResult7_g11900 = lerp((temp_output_1_0_g11900).rgb, staticSwitch22_g11900, _StrongTintFade);
- float4 appendResult9_g11900 = (float4(lerpResult7_g11900, (temp_output_1_0_g11900).a));
- float4 staticSwitch7_g11895 = appendResult9_g11900;
- #else
- float4 staticSwitch7_g11895 = staticSwitch11_g11895;
- #endif
- float4 temp_output_2_0_g11903 = staticSwitch7_g11895;
- #ifdef _ENABLESHADOW_ON
- float4 break4_g11905 = temp_output_2_0_g11903;
- float3 appendResult5_g11905 = (float3(break4_g11905.r, break4_g11905.g, break4_g11905.b));
- float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w));
- float4 appendResult85_g11903 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b,
- (_ShadowFade * tex2D(
- _MainTex,
- (finalUV146 - ((100.0 / appendResult2_g11904) *
- _ShadowOffset))).a)));
- float4 break6_g11905 = appendResult85_g11903;
- float3 appendResult7_g11905 = (float3(break6_g11905.r, break6_g11905.g, break6_g11905.b));
- float temp_output_11_0_g11905 = ((1.0 - break4_g11905.a) * break6_g11905.a);
- float temp_output_32_0_g11905 = (break4_g11905.a + temp_output_11_0_g11905);
- float4 appendResult18_g11905 = (float4(
- (((appendResult5_g11905 * break4_g11905.a) + (appendResult7_g11905 * temp_output_11_0_g11905)) * (
- 1.0 / max(temp_output_32_0_g11905, 0.01))), temp_output_32_0_g11905));
- float4 staticSwitch82_g11903 = appendResult18_g11905;
- #else
- float4 staticSwitch82_g11903 = temp_output_2_0_g11903;
- #endif
- float4 break4_g11906 = staticSwitch82_g11903;
- #ifdef _ENABLECUSTOMFADE_ON
- float staticSwitch8_g11764 = 1.0;
- #else
- float staticSwitch8_g11764 = input.ase_color.a;
- #endif
- #ifdef _ENABLESMOKE_ON
- float staticSwitch9_g11764 = 1.0;
- #else
- float staticSwitch9_g11764 = staticSwitch8_g11764;
- #endif
- float customVertexAlpha193 = staticSwitch9_g11764;
- float4 appendResult5_g11906 = (float4(break4_g11906.r, break4_g11906.g, break4_g11906.b,
- (break4_g11906.a * customVertexAlpha193)));
- float4 temp_output_344_0 = appendResult5_g11906;
- float4 temp_output_1_0_g11907 = temp_output_344_0;
- float4 appendResult8_g11907 = (float4(((temp_output_1_0_g11907).rgb * (input.ase_color).rgb),
- temp_output_1_0_g11907.a));
- #ifdef _VERTEXTINTFIRST_ON
- float4 staticSwitch342 = temp_output_344_0;
- #else
- float4 staticSwitch342 = appendResult8_g11907;
- #endif
- float4 lerpResult125 = lerp((originalColor191 * input.ase_color), staticSwitch342, fullFade123);
- #if defined( _SHADERFADING_NONE )
- float4 staticSwitch143 = staticSwitch342;
- #elif defined( _SHADERFADING_FULL )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_MASK )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_DISSOLVE )
- float4 staticSwitch143 = lerpResult125;
- #elif defined( _SHADERFADING_SPREAD )
- float4 staticSwitch143 = lerpResult125;
- #else
- float4 staticSwitch143 = staticSwitch342;
- #endif
- float4 temp_output_7_0_g11914 = staticSwitch143;
- #ifdef _BAKEDMATERIAL_ON
- float4 appendResult2_g11914 = (float4(
- ((temp_output_7_0_g11914).rgb / max(temp_output_7_0_g11914.a, 1E-05)), temp_output_7_0_g11914.a));
- float4 staticSwitch6_g11914 = appendResult2_g11914;
- #else
- float4 staticSwitch6_g11914 = temp_output_7_0_g11914;
- #endif
- float4 temp_output_340_0 = staticSwitch6_g11914;
-
-
- float Alpha = temp_output_340_0.a;
- float AlphaClipThreshold = _AlphaClip;
-
- #ifdef _ALPHATEST_ON
- clip(Alpha - AlphaClipThreshold);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
-
- #if defined(APLICATION_SPACE_WARP_MOTION)
- return float4(
- CalcAswNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter),
- 1);
- #else
- return float4(
- CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0,
- 0);
- #endif
- }
- ENDHLSL
- }
-
- }
-
- CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
- FallBack "Hidden/Shader Graph/FallbackError"
-
- Fallback Off
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
+ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
+
+ #if defined(LOD_FADE_CROSSFADE)
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
+ #endif
+
+ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl"
+
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
+ #define ASE_NEEDS_FRAG_WORLD_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_FRAG_POSITION
+ #define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
+ #pragma shader_feature_local _RECEIVE_SHADOWS_OFF
+ #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
+ #pragma shader_feature_local _ENABLESINESCALE_ON
+ #pragma shader_feature _ENABLEVIBRATE_ON
+ #pragma shader_feature _ENABLESINEMOVE_ON
+ #pragma shader_feature _ENABLESQUISH_ON
+ #pragma shader_feature _SPRITESHEETFIX_ON
+ #pragma shader_feature_local _PIXELPERFECTUV_ON
+ #pragma shader_feature _ENABLEWORLDTILING_ON
+ #pragma shader_feature _ENABLESCREENTILING_ON
+ #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
+ #pragma shader_feature _TOGGLETIMEFPS_ON
+ #pragma shader_feature _TOGGLETIMESPEED_ON
+ #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
+ #pragma shader_feature _TOGGLECUSTOMTIME_ON
+ #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
+ #pragma shader_feature _PIXELPERFECTSPACE_ON
+ #pragma shader_feature _BAKEDMATERIAL_ON
+ #pragma shader_feature _VERTEXTINTFIRST_ON
+ #pragma shader_feature _ENABLESHADOW_ON
+ #pragma shader_feature _ENABLESTRONGTINT_ON
+ #pragma shader_feature _ENABLEALPHATINT_ON
+ #pragma shader_feature_local _ENABLEADDCOLOR_ON
+ #pragma shader_feature_local _ENABLEHALFTONE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
+ #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
+ #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
+ #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
+ #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
+ #pragma shader_feature _ENABLETEXTURELAYER2_ON
+ #pragma shader_feature _ENABLETEXTURELAYER1_ON
+ #pragma shader_feature _ENABLESHIFTING_ON
+ #pragma shader_feature _ENABLEENCHANTED_ON
+ #pragma shader_feature_local _ENABLEPOISON_ON
+ #pragma shader_feature_local _ENABLESHINE_ON
+ #pragma shader_feature_local _ENABLERAINBOW_ON
+ #pragma shader_feature_local _ENABLEBURN_ON
+ #pragma shader_feature_local _ENABLEFROZEN_ON
+ #pragma shader_feature_local _ENABLEMETAL_ON
+ #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
+ #pragma shader_feature_local _ENABLEGLITCH_ON
+ #pragma shader_feature_local _ENABLEHOLOGRAM_ON
+ #pragma shader_feature _ENABLEPINGPONGGLOW_ON
+ #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
+ #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
+ #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
+ #pragma shader_feature_local _ENABLESATURATION_ON
+ #pragma shader_feature_local _ENABLESINEGLOW_ON
+ #pragma shader_feature_local _ENABLEADDHUE_ON
+ #pragma shader_feature_local _ENABLESHIFTHUE_ON
+ #pragma shader_feature_local _ENABLEINKSPREAD_ON
+ #pragma shader_feature_local _ENABLEBLACKTINT_ON
+ #pragma shader_feature_local _ENABLESPLITTONING_ON
+ #pragma shader_feature_local _ENABLEHUE_ON
+ #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
+ #pragma shader_feature_local _ENABLECONTRAST_ON
+ #pragma shader_feature _ENABLENEGATIVE_ON
+ #pragma shader_feature_local _ENABLECOLORREPLACE_ON
+ #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
+ #pragma shader_feature _ENABLERECOLORRGB_ON
+ #pragma shader_feature_local _ENABLEFLAME_ON
+ #pragma shader_feature_local _ENABLECHECKERBOARD_ON
+ #pragma shader_feature_local _ENABLECUSTOMFADE_ON
+ #pragma shader_feature_local _ENABLESMOKE_ON
+ #pragma shader_feature _ENABLESHARPEN_ON
+ #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
+ #pragma shader_feature _ENABLESMOOTHPIXELART_ON
+ #pragma shader_feature_local _TILINGFIX_ON
+ #pragma shader_feature _ENABLEWIGGLE_ON
+ #pragma shader_feature_local _ENABLEUVSCALE_ON
+ #pragma shader_feature_local _ENABLEPIXELATE_ON
+ #pragma shader_feature_local _ENABLEUVSCROLL_ON
+ #pragma shader_feature_local _ENABLEUVROTATE_ON
+ #pragma shader_feature_local _ENABLESINEROTATE_ON
+ #pragma shader_feature_local _ENABLESQUEEZE_ON
+ #pragma shader_feature_local _ENABLEUVDISTORT_ON
+ #pragma shader_feature_local _ENABLEWIND_ON
+ #pragma shader_feature_local _WINDLOCALWIND_ON
+ #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
+ #pragma shader_feature_local _WINDISPARALLAX_ON
+ #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
+ #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
+ #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
+ #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
+ #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
+ #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
+ #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
+ #pragma shader_feature _METALMASKTOGGLE_ON
+ #pragma shader_feature _SHINEMASKTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
+ #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
+ #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
+ #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
+ #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
+ #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
+ #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
+ #pragma shader_feature _STRONGTINTMASKTOGGLE_ON
+
+
+ #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
+ #define ASE_SV_DEPTH SV_DepthLessEqual
+ #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
+ #else
+ #define ASE_SV_DEPTH SV_Depth
+ #define ASE_SV_POSITION_QUALIFIERS
+ #endif
+
+ struct Attributes
+ {
+ float4 positionOS : POSITION;
+ float3 positionOld : TEXCOORD4;
+ #if _ADD_PRECOMPUTED_VELOCITY
+ float3 alembicMotionVector : TEXCOORD5;
+ #endif
+ half3 normalOS : NORMAL;
+ half4 tangentOS : TANGENT;
+ float4 ase_texcoord : TEXCOORD0;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ };
+
+ struct PackedVaryings
+ {
+ float4 positionCS : SV_POSITION;
+ float4 positionCSNoJitter : TEXCOORD0;
+ float4 previousPositionCSNoJitter : TEXCOORD1;
+ float3 positionWS : TEXCOORD2;
+ float4 ase_texcoord3 : TEXCOORD3;
+ float4 ase_texcoord4 : TEXCOORD4;
+ float4 ase_color : COLOR;
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+ };
+
+
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowTo;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 _BlackTintColor;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 _InkSpreadColor;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float4 _PoisonColor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineMask_ST;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float4 _AddHueMask_ST;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 _SineGlowColor;
+ float4 _SineGlowMask_ST;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 _ShineColor;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 _InnerOutlineColor;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 _OuterOutlineColor;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float4 _SourceGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 _PixelOutlineColor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float4 _PingPongGlowFrom;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnEdgeColor;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 _HologramTint;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float4 _EnchantedLowColor;
+ float4 _EnchantedHighColor;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float4 _UVDistortMask_ST;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningHighlightsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBRedTint;
+ float4 _RecolorRGBGreenTint;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 _TextureLayer2Color;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float4 _RecolorRGBBlueTint;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPPurpleTint;
+ float4 _RecolorRGBYCPBlueTint;
+ float4 _RecolorRGBYCPCyanTint;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float4 _DirectionalGlowFadeEdgeColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPGreenTint;
+ float4 _RecolorRGBYCPRedTint;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorB;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceFromColor;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float4 _ShiftingColorA;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float4 _FullGlowDissolveEdgeColor;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 _ColorReplaceToColor;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 _SplitToningShadowsColor;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 _RecolorRGBYCPYellowTint;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideColor;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 _TextureLayer1Color;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalColor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 _AlphaTintColor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenHighlightColor;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintMask_ST;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 _BurnInsideNoiseColor;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorMask_ST;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ float4 _FadingMask_ST;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float4 _AddColorColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageColorB;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalHighlightColor;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float4 _ShadowColor;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float4 _SpriteSheetRect;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 _MetalMask_ST;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 _StrongTintTint;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenTint;
+ #endif
+ float4 _MainTex_TexelSize;
+ float4 _EmissionTint;
+ #ifdef _ENABLEFROZEN_ON
+ float4 _FrozenSnowColor;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float4 _CamouflageBaseColor;
+ float4 _CamouflageColorA;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1ScrollSpeed;
+ float2 _TextureLayer1Offset;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float2 _EnchantedSpeed;
+ float2 _EnchantedScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseSpeed;
+ float2 _MetalNoiseScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameSpeed;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionScale;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 _FlameNoiseScale;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortionSpeed;
+ float2 _FrozenHighlightScale;
+ float2 _FrozenHighlightSpeed;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortion;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenHighlightDistortion;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float2 _TextureLayer1Scale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnInsideNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadPosition;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionSpeed;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseScale;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float2 _BurnPosition;
+ float2 _BurnEdgeNoiseScale;
+ float2 _BurnSwirlNoiseScale;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowCenter;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionSpeed;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 _RainbowNoiseScale;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float2 _PixelOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionScale;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float2 _CustomFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseScale;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float2 _MetalNoiseDistortionScale;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineNoiseSpeed;
+ float2 _OuterOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleA;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float2 _InnerOutlineDistortionIntensity;
+ float2 _InnerOutlineNoiseScale;
+ float2 _InnerOutlineNoiseSpeed;
+ float2 _InnerOutlineTextureSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageNoiseScaleB;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float2 _PoisonNoiseSpeed;
+ float2 _PoisonNoiseScale;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float2 _InkSpreadNoiseScale;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchNoiseSpeed;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float2 _CamouflageDistortionIntensity;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float2 _OuterOutlineDistortionIntensity;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float2 _FrozenSnowScale;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeScale;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float2 _FullGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 _SineScaleFactor;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float2 _HalftonePosition;
+ #endif
+ float2 _FadingNoiseScale;
+ #ifdef _SHADERFADING_SPREAD
+ float2 _FadingPosition;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 _SqueezeCenter;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortNoiseScale;
+ float2 _UVDistortSpeed;
+ float2 _UVDistortTo;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 _DirectionalGlowFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float2 _UVDistortFrom;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolvePosition;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 _GlitchMaskScale;
+ float2 _GlitchMaskSpeed;
+ float2 _GlitchDistortion;
+ float2 _GlitchDistortionScale;
+ float2 _GlitchDistortionSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float2 _SourceAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float2 _DirectionalAlphaFadeNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 _SourceGlowDissolvePosition;
+ float2 _SourceGlowDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 _FullDistortionDistortion;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortionScale;
+ float2 _DirectionalDistortionNoiseScale;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float2 _FullAlphaDissolveNoiseScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float2 _SineRotatePivot;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 _DirectionalDistortionDistortion;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float2 _UVRotatePivot;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float2 _SineMoveFrequency;
+ float2 _SineMoveOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2ScrollSpeed;
+ float2 _TextureLayer2Offset;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 _UVScaleScale;
+ float2 _UVScalePivot;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingOffset;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float2 _ShadowOffset;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float2 _TextureLayer2Scale;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 _WorldTilingScale;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingOffset;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 _UVScrollSpeed;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float2 _ScreenTilingScale;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnEdgeNoiseFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeNoiseFactor;
+ #endif
+ float _NormalIntensity;
+ #ifdef _ENABLEBURN_ON
+ float _BurnWidth;
+ #endif
+ float _Metallic;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSpeed;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeInvert;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeRotation;
+ #endif
+ float _Smoothness;
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowNoiseFactor;
+ float _RainbowDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeFade;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintFade;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideContrast;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFadeWidth;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnInsideNoiseFactor;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenFade;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneFade;
+ float _HalftoneTiling;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightContrast;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float _DirectionalAlphaFadeInvert;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float _HalftoneInvert;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float _AddColorFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeWidth;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintMinAlpha;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnSwirlFactor;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float _AlphaTintFade;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float _DirectionalGlowFadeFade;
+ float _DirectionalGlowFadeRotation;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float _StrongTintContrast;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float _BurnRadius;
+ #endif
+ #ifdef _ENABLESHADOW_ON
+ float _ShadowFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Fade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineContrast;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowSaturation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedContrast;
+ float _EnchantedBrightness;
+ float _EnchantedReduce;
+ float _EnchantedFade;
+ #endif
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float _FullAlphaDissolveWidth;
+ float _FullAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Fade;
+ float _TextureLayer2Contrast;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingSpeed;
+ #endif
+ int _TextureLayer2StartFrame;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2Speed;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSaturation;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingDensity;
+ float _ShiftingSaturation;
+ float _ShiftingContrast;
+ float _ShiftingFade;
+ #endif
+ int _TextureLayer2Rows;
+ int _TextureLayer2Columns;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float _TextureLayer2EdgeClip;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1EdgeClip;
+ #endif
+ int _TextureLayer1Columns;
+ int _TextureLayer1Rows;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Speed;
+ #endif
+ int _TextureLayer1StartFrame;
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenHighlightDensity;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveInvert;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowSpeed;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveFade;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowBrightness;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float _SourceGlowDissolveFade;
+ float _SourceGlowDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowContrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveWidth;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float _RainbowFade;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSaturation;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float _TextureLayer1Contrast;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveNoiseFactor;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineRotation;
+ #endif
+ #ifdef _ENABLEENCHANTED_ON
+ float _EnchantedRainbowDensity;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineFrequency;
+ float _ShineWidth;
+ float _ShineSmooth;
+ float _ShineFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonShiftSpeed;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveFade;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float _PoisonDensity;
+ float _PoisonFade;
+ float _PoisonNoiseBrightness;
+ float _PoisonRecolorFactor;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float _SourceAlphaDissolveInvert;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float _FullGlowDissolveWidth;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float _ShineSpeed;
+ #endif
+ #ifdef _ENABLESHIFTING_ON
+ float _ShiftingBrightness;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishStretch;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowContrast;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float _SqueezeFade;
+ float _SqueezePower;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ float _UVDistortFade;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchFade;
+ float _GlitchMaskMin;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramFade;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateFrequency;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionOffset;
+ float _HologramDistortionDensity;
+ float _HologramDistortionSpeed;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionWidth;
+ float _DirectionalDistortionNoiseFactor;
+ float _DirectionalDistortionFade;
+ float _DirectionalDistortionRotation;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramDistortionScale;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float _SineRotateAngle;
+ float _SineRotateFade;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float _UVRotateSpeed;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeNoiseFactor;
+ float _SmokeNoiseScale;
+ float _SmokeVertexSeed;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float _SharpenFade;
+ float _SharpenFactor;
+ float _SharpenOffset;
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float _GaussianBlurFade;
+ float _GaussianBlurOffset;
+ #endif
+ #ifdef _ENABLEWIGGLE_ON
+ float _WiggleFade;
+ float _WiggleOffset;
+ float _WiggleSpeed;
+ float _WiggleFrequency;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float _PixelateFade;
+ float _PixelatePixelsPerUnit;
+ float _PixelatePixelDensity;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionInvert;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeSmoothness;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float _DirectionalDistortionRandomDirection;
+ #endif
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishWindFactor;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateFade;
+ float _VibrateOffset;
+ float _VibrateFrequency;
+ #endif
+ #ifdef _ENABLESINEMOVE_ON
+ float _SineMoveFade;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float _TimeRange;
+ float _TimeFrequency;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float _VibrateRotation;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float _TimeFPS;
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float _TimeValue;
+ #endif
+ #ifdef _ENABLESQUISH_ON
+ float _SquishSquish;
+ float _SquishFlip;
+ float _SquishFade;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float _WorldTilingPixelsPerUnit;
+ #endif
+ #ifdef _ENABLESCREENTILING_ON
+ float _ScreenTilingPixelsPerUnit;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float _TimeSpeed;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float _SineScaleFrequency;
+ #endif
+ float _FadingFade;
+ float _FadingWidth;
+ #ifdef _ENABLEWIND_ON
+ float _WindSquishFactor;
+ float _WindFlip;
+ float _WindMaxRotation;
+ float _WindRotation;
+ float _WindNoiseSpeed;
+ float _WindNoiseScale;
+ float _WindXPosition;
+ float _WindMaxIntensity;
+ float _WindMinIntensity;
+ float _WindRotationWindFactor;
+ #endif
+ #ifdef _SHADERFADING_SPREAD
+ float _FadingNoiseFactor;
+ #endif
+ float _ScreenWidthUnits;
+ #ifdef _SHADERSPACE_UI_GRAPHIC
+ float _RectHeight;
+ float _RectWidth;
+ #endif
+ float _PixelsPerUnit;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float _FullDistortionFade;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float _SmokeDarkEdge;
+ float _SmokeAlpha;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeNoiseFactor;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowFade;
+ float _PingPongGlowFrequency;
+ #endif
+ float _AlphaClip;
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float _PixelOutlineWidth;
+ float _PixelOutlineAlphaLimit;
+ float _PixelOutlineFade;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float _PingPongGlowContrast;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineWidth;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float _InnerOutlineWidth;
+ float _InnerOutlineFade;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float _Saturation;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowMin;
+ float _SineGlowMax;
+ float _SineGlowFrequency;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float _OuterOutlineFade;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramContrast;
+ float _HologramLineSpeed;
+ float _HologramLineFrequency;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenContrast;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float _MetalFade;
+ float _MetalContrast;
+ float _MetalHighlightContrast;
+ float _MetalHighlightDensity;
+ #endif
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float _CamouflageFade;
+ float _CamouflageContrast;
+ float _CamouflageSmoothnessB;
+ float _CamouflageDensityB;
+ float _CamouflageSmoothnessA;
+ float _CamouflageDensityA;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float _GlitchHueSpeed;
+ float _GlitchBrightness;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float _HologramMinAlpha;
+ float _HologramLineGap;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float _SineGlowFade;
+ float _SineGlowContrast;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueFade;
+ float _AddHueContrast;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float _ColorReplaceFade;
+ float _ColorReplaceRange;
+ float _ColorReplaceSmoothness;
+ float _ColorReplaceContrast;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float _RecolorRGBYCPFade;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ float _RecolorRGBFade;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float _FlameBrightness;
+ float _FlameSmooth;
+ float _FlameRadius;
+ float _FlameNoiseFactor;
+ float _FlameNoiseHeightFactor;
+ #endif
+ #ifdef _ENABLECHECKERBOARD_ON
+ float _CheckerboardTiling;
+ float _CheckerboardDarken;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float _CustomFadeAlpha;
+ float _CustomFadeSmoothness;
+ #endif
+ #ifdef _ENABLENEGATIVE_ON
+ float _NegativeFade;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float _FrozenSnowDensity;
+ #endif
+ #ifdef _ENABLECONTRAST_ON
+ float _Contrast;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float _Hue;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float _AddHueBrightness;
+ float _AddHueSaturation;
+ float _AddHueSpeed;
+ #endif
+ #ifdef _ENABLESHIFTHUE_ON
+ float _ShiftHueSpeed;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float _InkSpreadWidth;
+ float _InkSpreadNoiseFactor;
+ float _InkSpreadDistance;
+ float _InkSpreadFade;
+ #endif
+ float _InkSpreadContrast;
+ float _BlackTintFade;
+ #ifdef _ENABLEBLACKTINT_ON
+ float _BlackTintPower;
+ #endif
+ float _SplitToningFade;
+ float _SplitToningContrast;
+ float _SplitToningBalance;
+ float _SplitToningShift;
+ float _Brightness;
+ float _ShadowClip;
+ #ifdef ASE_TRANSMISSION
+ float _TransmissionShadow;
+ #endif
+ #ifdef ASE_TRANSLUCENCY
+ float _TransStrength;
+ float _TransNormal;
+ float _TransScattering;
+ float _TransDirect;
+ float _TransAmbient;
+ float _TransShadow;
+ #endif
+ #ifdef ASE_TESSELLATION
+ float _TessPhongStrength;
+ float _TessValue;
+ float _TessMin;
+ float _TessMax;
+ float _TessEdgeLength;
+ float _TessMaxDisp;
+ #endif
+
+
+ #ifdef SCENEPICKINGPASS
+ float4 _SelectionID;
+ #endif
+
+ #ifdef SCENESELECTIONPASS
+ int _ObjectId;
+ int _PassValue;
+ #endif
+
+ sampler2D _MainTex;
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float UnscaledTime;
+ #endif
+ #ifdef _SHADERFADING_MASK
+ sampler2D _FadingMask;
+ #endif
+ sampler2D _UberNoiseTexture;
+ #ifdef _ENABLEWIND_ON
+ float WindMinIntensity;
+ float WindMaxIntensity;
+ float WindNoiseScale;
+ float WindTime;
+ #endif
+ #ifdef _ENABLEUVDISTORT_ON
+ sampler2D _UVDistortMask;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ sampler2D _CustomFadeFadeMask;
+ #endif
+ #ifdef _ENABLERECOLORRGB_ON
+ sampler2D _RecolorRGBTexture;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ sampler2D _RecolorRGBYCPTexture;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ sampler2D _AddHueMask;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ sampler2D _SineGlowMask;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ sampler2D _InnerOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ sampler2D _OuterOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ sampler2D _PixelOutlineTintTexture;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ sampler2D _MetalMask;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ sampler2D _ShineMask;
+ #endif
+ #ifdef _ENABLETEXTURELAYER1_ON
+ sampler2D _TextureLayer1Texture;
+ #endif
+ #ifdef _ENABLETEXTURELAYER2_ON
+ sampler2D _TextureLayer2Texture;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ sampler2D _AddColorMask;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ sampler2D _StrongTintMask;
+ #endif
+
+
+ float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
+ {
+ original -= center;
+ float C = cos( angle );
+ float S = sin( angle );
+ float t = 1 - C;
+ float m00 = t * u.x * u.x + C;
+ float m01 = t * u.x * u.y - S * u.z;
+ float m02 = t * u.x * u.z + S * u.y;
+ float m10 = t * u.x * u.y + S * u.z;
+ float m11 = t * u.y * u.y + C;
+ float m12 = t * u.y * u.z - S * u.x;
+ float m20 = t * u.x * u.z - S * u.y;
+ float m21 = t * u.y * u.z + S * u.x;
+ float m22 = t * u.z * u.z + C;
+ float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
+ return mul( finalMatrix, original ) + center;
+ }
+
+ float MyCustomExpression16_g11765( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11767( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float FastNoise101_g11671( float x )
+ {
+ float i = floor(x);
+ float f = frac(x);
+ float s = sign(frac(x/2.0)-0.5);
+
+ float k = 0.5+0.5*sin(i);
+ return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
+ }
+
+ float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
+ float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
+ float snoise( float2 v )
+ {
+ const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
+ float2 i = floor( v + dot( v, C.yy ) );
+ float2 x0 = v - i + dot( i, C.xx );
+ float2 i1;
+ i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
+ float4 x12 = x0.xyxy + C.xxzz;
+ x12.xy -= i1;
+ i = mod2D289( i );
+ float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
+ float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
+ m = m * m;
+ m = m * m;
+ float3 x = 2.0 * frac( p * C.www ) - 1.0;
+ float3 h = abs( x ) - 0.5;
+ float3 ox = floor( x + 0.5 );
+ float3 a0 = x - ox;
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
+ float3 g;
+ g.x = a0.x * x0.x + h.x * x0.y;
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;
+ return 130.0 * dot( m, g );
+ }
+
+ float MyCustomExpression16_g11673( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11674( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11677( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11676( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11773( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11774( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11776( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11679( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11796( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
+ {
+ float2 size;
+ size.x = textureTexelSize.z;
+ size.y = textureTexelSize.w;
+ float2 pixel = float2(1.0,1.0) / size;
+ uvs -= pixel * float2(0.5,0.5);
+ float2 uv_pixels = uvs * size;
+ float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
+ float2 ddxy = fwidth(uv_pixels);
+ float2 mip = log2(ddxy) - 0.5;
+ float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
+ return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
+ }
+
+ float MyCustomExpression16_g11779( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11781( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11785( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float3 RGBToHSV(float3 c)
+ {
+ float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
+ float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
+ float d = q.x - min( q.w, q.y );
+ float e = 1.0e-10;
+ return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+ }
+ float3 MyCustomExpression115_g11803( float3 In, float3 From, float3 To, float Fuzziness, float Range )
+ {
+ float Distance = distance(From, In);
+ return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
+ }
+
+ float3 HSVToRGB( float3 c )
+ {
+ float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
+ float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
+ return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
+ }
+
+ float MyCustomExpression16_g11826( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11810( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11837( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11845( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11884( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11881( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11883( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11873( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11875( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11866( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11868( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11869( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11861( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11859( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11860( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11855( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11887( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11892( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11890( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float2 MyCustomExpression10_g11902( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float2 MyCustomExpression10_g11898( float2 UV, int Width, int Height, float Tile, float2 Invert )
+ {
+ Tile = fmod(Tile + 0.001, Width * Height);
+ float2 tileCount = float2(1, 1) / float2(Width, Height);
+ float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
+ float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
+ return (UV + float2(tileX, tileY)) * tileCount;
+ }
+
+ float MyCustomExpression16_g11909( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11917( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11919( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11915( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11911( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+ float MyCustomExpression16_g11913( float linValue )
+ {
+ #ifdef UNITY_COLORSPACE_GAMMA
+ return linValue;
+ #else
+ linValue = max(linValue, 0.h);
+ return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
+ #endif
+ }
+
+
+ PackedVaryings VertexFunction( Attributes input )
+ {
+ PackedVaryings output = (PackedVaryings)0;
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_TRANSFER_INSTANCE_ID(input, output);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+
+ float2 _ZeroVector = float2(0,0);
+ float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
+ float4 screenPos = ComputeScreenPos( ase_positionCS );
+ float4 ase_positionSSNorm = screenPos / screenPos.w;
+ #ifdef _ENABLESCREENTILING_ON
+ ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz );
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ #ifdef _ENABLESQUISH_ON
+ float2 break77_g11936 = fixedUV475;
+ float2 appendResult72_g11936 = (float2(( _SquishStretch * ( break77_g11936.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11936.y + _SquishFlip ) * -_SquishSquish )));
+ float2 staticSwitch198 = ( appendResult72_g11936 + _ZeroVector );
+ #else
+ float2 staticSwitch198 = _ZeroVector;
+ #endif
+ float2 temp_output_2_0_g11937 = staticSwitch198;
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ float temp_output_8_0_g11937 = shaderTime237;
+ #ifdef _ENABLESINEMOVE_ON
+ float2 staticSwitch4_g11937 = ( ( sin( ( temp_output_8_0_g11937 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11937 );
+ #else
+ float2 staticSwitch4_g11937 = temp_output_2_0_g11937;
+ #endif
+ #ifdef _ENABLEVIBRATE_ON
+ float temp_output_30_0_g11938 = temp_output_8_0_g11937;
+ float3 rotatedValue21_g11938 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11938 * _VibrateRotation ) );
+ float2 staticSwitch6_g11937 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11938 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11938).xy ) + staticSwitch4_g11937 );
+ #else
+ float2 staticSwitch6_g11937 = staticSwitch4_g11937;
+ #endif
+ #ifdef _ENABLESINESCALE_ON
+ float2 staticSwitch10_g11937 = ( staticSwitch6_g11937 + ( (input.positionOS.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11937 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
+ #else
+ float2 staticSwitch10_g11937 = staticSwitch6_g11937;
+ #endif
+ float2 temp_output_424_0 = staticSwitch10_g11937;
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float2 texCoord435 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.positionOS.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.positionOS.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (ase_positionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ float linValue16_g11765 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11766 * _FadingNoiseScale ), 0, 0.0) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch142 = temp_output_424_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch142 = lerpResult121;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch142 = lerpResult121;
+ #else
+ float2 staticSwitch142 = temp_output_424_0;
+ #endif
+
+ output.ase_texcoord3.xy = input.ase_texcoord.xy;
+ output.ase_texcoord4 = input.positionOS;
+ output.ase_color = input.ase_color;
+
+ //setting value to unused interpolator channels and avoid initialization warnings
+ output.ase_texcoord3.zw = 0;
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ float3 defaultVertexValue = input.positionOS.xyz;
+ #else
+ float3 defaultVertexValue = float3(0, 0, 0);
+ #endif
+
+ float3 vertexValue = float3( staticSwitch142 , 0.0 );
+
+ #ifdef ASE_ABSOLUTE_VERTEX_POS
+ input.positionOS.xyz = vertexValue;
+ #else
+ input.positionOS.xyz += vertexValue;
+ #endif
+
+ VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
+
+ #if defined(APPLICATION_SPACE_WARP_MOTION)
+ output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
+ output.positionCS = output.positionCSNoJitter;
+ #else
+ output.positionCS = vertexInput.positionCS;
+ output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));
+ #endif
+
+ float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS;
+
+ #if _ADD_PRECOMPUTED_VELOCITY
+ prevPos = prevPos - float4(input.alembicMotionVector, 0);
+ #endif
+
+ output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) );
+
+ output.positionWS = vertexInput.positionWS;
+
+ // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher
+ //ApplyMotionVectorZBias( output.positionCS );
+ return output;
+ }
+
+ PackedVaryings vert ( Attributes input )
+ {
+ return VertexFunction( input );
+ }
+
+ half4 frag( PackedVaryings input
+ #if defined( ASE_DEPTH_WRITE_ON )
+ ,out float outputDepth : ASE_SV_DEPTH
+ #endif
+ ) : SV_Target
+ {
+ UNITY_SETUP_INSTANCE_ID(input);
+ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
+
+ float3 PositionWS = input.positionWS;
+ float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
+ float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
+ float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
+
+ float2 texCoord363 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _ENABLESCREENTILING_ON
+ float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11656 = ( ( ( (( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
+ #else
+ float2 staticSwitch2_g11656 = texCoord363;
+ #endif
+ #ifdef _ENABLEWORLDTILING_ON
+ float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 staticSwitch2_g11657 = ( ( ( (PositionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
+ #else
+ float2 staticSwitch2_g11657 = staticSwitch2_g11656;
+ #endif
+ float2 originalUV460 = staticSwitch2_g11657;
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
+ #else
+ float2 staticSwitch449 = originalUV460;
+ #endif
+ float2 uvAfterPixelArt450 = staticSwitch449;
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11668 = uvAfterPixelArt450;
+ float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
+ float2 spriteRectMin376 = appendResult374;
+ float2 break11_g11668 = spriteRectMin376;
+ float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
+ float2 spriteRectMax377 = appendResult375;
+ float2 break10_g11668 = spriteRectMax377;
+ float2 break9_g11668 = float2( 0,0 );
+ float2 break8_g11668 = float2( 1,1 );
+ float2 appendResult15_g11668 = (float2( (break9_g11668.x + ( break14_g11668.x - break11_g11668.x ) * ( break8_g11668.x - break9_g11668.x ) / ( break10_g11668.x - break11_g11668.x ) ) , (break9_g11668.y + ( break14_g11668.y - break11_g11668.y ) * ( break8_g11668.y - break9_g11668.y ) / ( break10_g11668.y - break11_g11668.y ) )));
+ float2 staticSwitch366 = appendResult15_g11668;
+ #else
+ float2 staticSwitch366 = uvAfterPixelArt450;
+ #endif
+ float2 fixedUV475 = staticSwitch366;
+ float2 temp_output_3_0_g11670 = fixedUV475;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch117_g11671 = _WindMinIntensity;
+ #else
+ float staticSwitch117_g11671 = WindMinIntensity;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch118_g11671 = _WindMaxIntensity;
+ #else
+ float staticSwitch118_g11671 = WindMaxIntensity;
+ #endif
+ #endif
+ float4 transform62_g11671 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 ));
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDISPARALLAX_ON
+ float staticSwitch111_g11671 = _WindXPosition;
+ #else
+ float staticSwitch111_g11671 = transform62_g11671.x;
+ #endif
+ #endif
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch113_g11671 = _WindNoiseScale;
+ #else
+ float staticSwitch113_g11671 = WindNoiseScale;
+ #endif
+ #endif
+ #ifdef _TOGGLECUSTOMTIME_ON
+ float staticSwitch44_g11769 = _TimeValue;
+ #else
+ float staticSwitch44_g11769 = _TimeParameters.x;
+ #endif
+ #ifdef _TOGGLEUNSCALEDTIME_ON
+ float staticSwitch34_g11769 = UnscaledTime;
+ #else
+ float staticSwitch34_g11769 = staticSwitch44_g11769;
+ #endif
+ #ifdef _TOGGLETIMESPEED_ON
+ float staticSwitch37_g11769 = ( staticSwitch34_g11769 * _TimeSpeed );
+ #else
+ float staticSwitch37_g11769 = staticSwitch34_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFPS_ON
+ float staticSwitch38_g11769 = ( floor( ( staticSwitch37_g11769 * _TimeFPS ) ) / _TimeFPS );
+ #else
+ float staticSwitch38_g11769 = staticSwitch37_g11769;
+ #endif
+ #ifdef _TOGGLETIMEFREQUENCY_ON
+ float staticSwitch42_g11769 = ( ( sin( ( staticSwitch38_g11769 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
+ #else
+ float staticSwitch42_g11769 = staticSwitch38_g11769;
+ #endif
+ float shaderTime237 = staticSwitch42_g11769;
+ #ifdef _ENABLEWIND_ON
+ #ifdef _WINDLOCALWIND_ON
+ float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed );
+ #else
+ float staticSwitch125_g11671 = WindTime;
+ #endif
+ float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 );
+ float x101_g11671 = temp_output_50_0_g11671;
+ float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 );
+ float2 temp_cast_0 = (temp_output_50_0_g11671).xx;
+ float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 );
+ simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5;
+ #ifdef _WINDHIGHQUALITYNOISE_ON
+ float staticSwitch123_g11671 = simplePerlin2D121_g11671;
+ #else
+ float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 );
+ #endif
+ float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671);
+ float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
+ float2 temp_output_1_0_g11671 = temp_output_3_0_g11670;
+ float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip );
+ float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0));
+ float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 )));
+ float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) );
+ float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy;
+ #else
+ float2 staticSwitch4_g11670 = temp_output_3_0_g11670;
+ #endif
+ float2 texCoord435 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+ #ifdef _PIXELPERFECTSPACE_ON
+ float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
+ float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
+ #else
+ float2 staticSwitch437 = texCoord435;
+ #endif
+ float2 temp_output_61_0_g11770 = staticSwitch437;
+ float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
+ float2 texCoord23_g11770 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERSPACE_UI_GRAPHIC
+ float2 appendResult28_g11770 = (float2(_RectWidth , _RectHeight));
+ #endif
+ #if defined( _SHADERSPACE_UV )
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #elif defined( _SHADERSPACE_UV_RAW )
+ float2 staticSwitch1_g11770 = temp_output_61_0_g11770;
+ #elif defined( _SHADERSPACE_OBJECT )
+ float2 staticSwitch1_g11770 = (input.ase_texcoord4.xyz).xy;
+ #elif defined( _SHADERSPACE_OBJECT_SCALED )
+ float2 staticSwitch1_g11770 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy );
+ #elif defined( _SHADERSPACE_WORLD )
+ float2 staticSwitch1_g11770 = (PositionWS).xy;
+ #elif defined( _SHADERSPACE_UI_GRAPHIC )
+ float2 staticSwitch1_g11770 = ( texCoord23_g11770 * ( appendResult28_g11770 / _PixelsPerUnit ) );
+ #elif defined( _SHADERSPACE_SCREEN )
+ float2 staticSwitch1_g11770 = ( ( (ScreenPosNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / _ScreenWidthUnits ) );
+ #else
+ float2 staticSwitch1_g11770 = ( temp_output_61_0_g11770 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
+ #endif
+ float2 shaderPosition235 = staticSwitch1_g11770;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float2 temp_output_195_0_g11672 = shaderPosition235;
+ float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 );
+ float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 );
+ float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 )));
+ float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) );
+ #else
+ float2 staticSwitch83 = staticSwitch4_g11670;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float2 temp_output_182_0_g11675 = shaderPosition235;
+ float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r;
+ float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 );
+ float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) );
+ float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11675 = rotatedValue136_g11675;
+ float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r;
+ float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
+ float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) );
+ #else
+ float2 staticSwitch82 = staticSwitch83;
+ #endif
+ #ifdef _ENABLEHOLOGRAM_ON
+ float temp_output_81_0_g11771 = unity_OrthoParams.y;
+ float temp_output_8_0_g11771 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11771 * 0.2 ) ) + PositionWS.y ) / temp_output_81_0_g11771 );
+ float2 temp_cast_4 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_5 = (_HologramDistortionDensity).xx;
+ float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
+ float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 );
+ float clampResult75_g11771 = clamp( localMyCustomExpression16_g11773 , 0.075 , 0.6 );
+ float2 temp_cast_6 = (temp_output_8_0_g11771).xx;
+ float2 temp_cast_7 = (_HologramDistortionScale).xx;
+ float linValue16_g11774 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
+ float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 );
+ float2 appendResult10_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11772 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11772 = appendResult2_g11772;
+ #else
+ float2 staticSwitch9_g11772 = ( float2( 100,100 ) / appendResult10_g11772 );
+ #endif
+ float hologramFade182 = _HologramFade;
+ float2 appendResult44_g11771 = (float2(( ( ( clampResult75_g11771 * ( localMyCustomExpression16_g11774 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11772.x ) * hologramFade182 ) , 0.0));
+ float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11771 );
+ #else
+ float2 staticSwitch59 = staticSwitch82;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float2 temp_output_18_0_g11678 = shaderPosition235;
+ float2 glitchPosition154 = temp_output_18_0_g11678;
+ float linValue16_g11776 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
+ float localMyCustomExpression16_g11776 = MyCustomExpression16_g11776( linValue16_g11776 );
+ float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
+ float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 );
+ float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade );
+ float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11776 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
+ #else
+ float2 staticSwitch62 = staticSwitch59;
+ #endif
+ float2 temp_output_1_0_g11786 = staticSwitch62;
+ float2 temp_output_26_0_g11786 = shaderPosition235;
+ float temp_output_25_0_g11786 = shaderTime237;
+ #ifdef _ENABLEUVDISTORT_ON
+ float linValue16_g11796 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11786 + ( _UVDistortSpeed * temp_output_25_0_g11786 ) ) * _UVDistortNoiseScale ) ).r;
+ float localMyCustomExpression16_g11796 = MyCustomExpression16_g11796( linValue16_g11796 );
+ float2 lerpResult21_g11793 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11796);
+ float2 appendResult10_g11795 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11795 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11795 = appendResult2_g11795;
+ #else
+ float2 staticSwitch9_g11795 = ( float2( 100,100 ) / appendResult10_g11795 );
+ #endif
+ float2 uv_UVDistortMask = input.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
+ float4 tex2DNode3_g11794 = tex2D( _UVDistortMask, uv_UVDistortMask );
+ #ifdef _UVDISTORTMASKTOGGLE_ON
+ float staticSwitch29_g11793 = ( _UVDistortFade * ( tex2DNode3_g11794.r * tex2DNode3_g11794.a ) );
+ #else
+ float staticSwitch29_g11793 = _UVDistortFade;
+ #endif
+ float2 staticSwitch5_g11786 = ( temp_output_1_0_g11786 + ( lerpResult21_g11793 * staticSwitch9_g11795 * staticSwitch29_g11793 ) );
+ #else
+ float2 staticSwitch5_g11786 = temp_output_1_0_g11786;
+ #endif
+ #ifdef _ENABLESQUEEZE_ON
+ float2 temp_output_1_0_g11792 = staticSwitch5_g11786;
+ float2 staticSwitch7_g11786 = ( temp_output_1_0_g11792 + ( ( temp_output_1_0_g11792 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11792 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
+ #else
+ float2 staticSwitch7_g11786 = staticSwitch5_g11786;
+ #endif
+ #ifdef _ENABLESINEROTATE_ON
+ float3 rotatedValue36_g11791 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11786 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11786 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) );
+ float2 staticSwitch9_g11786 = (rotatedValue36_g11791).xy;
+ #else
+ float2 staticSwitch9_g11786 = staticSwitch7_g11786;
+ #endif
+ #ifdef _ENABLEUVROTATE_ON
+ float3 rotatedValue8_g11790 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11786 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11786 * _UVRotateSpeed * PI ) );
+ float2 staticSwitch16_g11786 = (rotatedValue8_g11790).xy;
+ #else
+ float2 staticSwitch16_g11786 = staticSwitch9_g11786;
+ #endif
+ #ifdef _ENABLEUVSCROLL_ON
+ float2 staticSwitch14_g11786 = ( ( _UVScrollSpeed * temp_output_25_0_g11786 ) + staticSwitch16_g11786 );
+ #else
+ float2 staticSwitch14_g11786 = staticSwitch16_g11786;
+ #endif
+ #ifdef _ENABLEPIXELATE_ON
+ float2 appendResult35_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 MultFactor30_g11788 = ( ( _PixelatePixelDensity * ( appendResult35_g11788 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
+ float2 clampResult46_g11788 = clamp( ( floor( ( MultFactor30_g11788 * ( staticSwitch14_g11786 + ( float2( 0.5,0.5 ) / MultFactor30_g11788 ) ) ) ) / MultFactor30_g11788 ) , float2( 0,0 ) , float2( 1,1 ) );
+ float2 staticSwitch4_g11786 = clampResult46_g11788;
+ #else
+ float2 staticSwitch4_g11786 = staticSwitch14_g11786;
+ #endif
+ #ifdef _ENABLEUVSCALE_ON
+ float2 staticSwitch24_g11786 = ( ( ( staticSwitch4_g11786 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
+ #else
+ float2 staticSwitch24_g11786 = staticSwitch4_g11786;
+ #endif
+ float2 temp_output_1_0_g11797 = staticSwitch24_g11786;
+ #ifdef _ENABLEWIGGLE_ON
+ float temp_output_7_0_g11797 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11786.y + ( _WiggleSpeed * temp_output_25_0_g11786 ) ) ) ) * _WiggleOffset * _WiggleFade );
+ #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
+ float staticSwitch18_g11797 = ( temp_output_7_0_g11797 * temp_output_1_0_g11797.y );
+ #else
+ float staticSwitch18_g11797 = temp_output_7_0_g11797;
+ #endif
+ float2 appendResult12_g11797 = (float2(staticSwitch18_g11797 , 0.0));
+ float2 staticSwitch13_g11797 = ( temp_output_1_0_g11797 + appendResult12_g11797 );
+ #else
+ float2 staticSwitch13_g11797 = temp_output_1_0_g11797;
+ #endif
+ float2 temp_output_484_0 = staticSwitch13_g11797;
+ float2 texCoord131 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
+#ifdef _SHADERFADING_MASK
+ float2 uv_FadingMask = input.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
+ #endif
+#ifdef _SHADERFADING_MASK
+ float4 tex2DNode3_g11768 = tex2D( _FadingMask, uv_FadingMask );
+ #endif
+ float temp_output_4_0_g11764 = max( _FadingWidth , 0.001 );
+ float linValue16_g11765 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11765 = MyCustomExpression16_g11765( linValue16_g11765 );
+ float clampResult14_g11764 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11764 ) ) - localMyCustomExpression16_g11765 ) / temp_output_4_0_g11764 ) , 0.0 , 1.0 );
+ float2 temp_output_27_0_g11766 = shaderPosition235;
+ float linValue16_g11767 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11766 * _FadingNoiseScale ) ).r;
+ float localMyCustomExpression16_g11767 = MyCustomExpression16_g11767( linValue16_g11767 );
+#ifdef _SHADERFADING_SPREAD
+ float clampResult3_g11766 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11766 ) + ( localMyCustomExpression16_g11767 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
+ #endif
+ #if defined( _SHADERFADING_NONE )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_FULL )
+ float staticSwitch139 = _FadingFade;
+ #elif defined( _SHADERFADING_MASK )
+ float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11768.r * tex2DNode3_g11768.a ) );
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float staticSwitch139 = clampResult14_g11764;
+ #elif defined( _SHADERFADING_SPREAD )
+ float staticSwitch139 = clampResult3_g11766;
+ #else
+ float staticSwitch139 = _FadingFade;
+ #endif
+ float fullFade123 = staticSwitch139;
+ float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float2 staticSwitch145 = temp_output_484_0;
+ #elif defined( _SHADERFADING_FULL )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_MASK )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float2 staticSwitch145 = lerpResult130;
+ #elif defined( _SHADERFADING_SPREAD )
+ float2 staticSwitch145 = lerpResult130;
+ #else
+ float2 staticSwitch145 = temp_output_484_0;
+ #endif
+ #ifdef _TILINGFIX_ON
+ float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ #else
+ float2 staticSwitch485 = staticSwitch145;
+ #endif
+ #ifdef _SPRITESHEETFIX_ON
+ float2 break14_g11798 = staticSwitch485;
+ float2 break11_g11798 = float2( 0,0 );
+ float2 break10_g11798 = float2( 1,1 );
+ float2 break9_g11798 = spriteRectMin376;
+ float2 break8_g11798 = spriteRectMax377;
+ float2 appendResult15_g11798 = (float2( (break9_g11798.x + ( break14_g11798.x - break11_g11798.x ) * ( break8_g11798.x - break9_g11798.x ) / ( break10_g11798.x - break11_g11798.x ) ) , (break9_g11798.y + ( break14_g11798.y - break11_g11798.y ) * ( break8_g11798.y - break9_g11798.y ) / ( break10_g11798.y - break11_g11798.y ) )));
+ float2 staticSwitch371 = min( max( appendResult15_g11798 , spriteRectMin376 ) , spriteRectMax377 );
+ #else
+ float2 staticSwitch371 = staticSwitch485;
+ #endif
+ #ifdef _PIXELPERFECTUV_ON
+ float2 appendResult7_g11848 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11848 ) ) / appendResult7_g11848 ) );
+ #else
+ float2 staticSwitch427 = staticSwitch371;
+ #endif
+ float2 finalUV146 = staticSwitch427;
+ float2 temp_output_1_0_g11744 = finalUV146;
+ #ifdef _ENABLESMOOTHPIXELART_ON
+ sampler2D tex3_g11745 = _MainTex;
+ float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
+ float2 uvs3_g11745 = temp_output_1_0_g11744;
+ float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
+ float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
+ #else
+ float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
+ #endif
+ #ifdef _ENABLEGAUSSIANBLUR_ON
+ float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
+ float temp_output_2_0_g11756 = temp_output_10_0_g11746;
+ float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
+ float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
+ float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
+ float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
+ float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
+ float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
+ float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
+ float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
+ float temp_output_2_0_g11747 = temp_output_10_0_g11746;
+ float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
+ float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
+ float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
+ float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
+ float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
+ float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
+ float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
+ float temp_output_2_0_g11753 = temp_output_10_0_g11746;
+ float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
+ float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
+ float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
+ float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
+ float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
+ float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
+ float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
+ float temp_output_2_0_g11750 = temp_output_10_0_g11746;
+ float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
+ float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
+ float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
+ float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
+ float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
+ float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
+ float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
+ float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
+ #else
+ float4 staticSwitch3_g11744 = staticSwitch8_g11744;
+ #endif
+ #ifdef _ENABLESHARPEN_ON
+ float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
+ float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
+ float temp_output_2_0_g11760 = _SharpenOffset;
+ float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
+ float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
+ float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
+ float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
+ float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
+ float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
+ float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
+ float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
+ float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
+ float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
+ float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
+ float4 staticSwitch12_g11744 = appendResult24_g11759;
+ #else
+ float4 staticSwitch12_g11744 = staticSwitch3_g11744;
+ #endif
+ float4 temp_output_471_0 = staticSwitch12_g11744;
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 temp_output_1_0_g11763 = temp_output_471_0;
+ float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11763.a));
+ float4 staticSwitch354 = appendResult8_g11763;
+ #else
+ float4 staticSwitch354 = temp_output_471_0;
+ #endif
+ float4 originalColor191 = staticSwitch354;
+ float4 temp_output_1_0_g11777 = originalColor191;
+ float4 temp_output_1_0_g11778 = temp_output_1_0_g11777;
+ float2 temp_output_7_0_g11777 = finalUV146;
+ #ifdef _ENABLESMOKE_ON
+ float2 temp_output_43_0_g11778 = temp_output_7_0_g11777;
+ float2 temp_cast_15 = (_SmokeNoiseScale).xx;
+ float linValue16_g11779 = tex2D( _UberNoiseTexture, ( ( ( input.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11778 ) * temp_cast_15 ) ).r;
+ float localMyCustomExpression16_g11779 = MyCustomExpression16_g11779( linValue16_g11779 );
+ float clampResult28_g11778 = clamp( ( ( ( localMyCustomExpression16_g11779 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( input.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11778 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
+ float3 lerpResult34_g11778 = lerp( (temp_output_1_0_g11778).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11778 ) * _SmokeDarkEdge ));
+ float4 appendResult31_g11778 = (float4(lerpResult34_g11778 , ( clampResult28_g11778 * _SmokeAlpha * temp_output_1_0_g11778.a )));
+ float4 staticSwitch2_g11777 = appendResult31_g11778;
+ #else
+ float4 staticSwitch2_g11777 = temp_output_1_0_g11777;
+ #endif
+ #ifdef _ENABLECUSTOMFADE_ON
+ float4 temp_output_1_0_g11780 = staticSwitch2_g11777;
+ float2 temp_output_57_0_g11780 = temp_output_7_0_g11777;
+ float4 tex2DNode3_g11780 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11780 );
+ float linValue16_g11781 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11780 * _CustomFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11781 = MyCustomExpression16_g11781( linValue16_g11781 );
+ float clampResult37_g11780 = clamp( ( ( ( input.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11780.r + ( localMyCustomExpression16_g11781 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
+ float4 appendResult13_g11780 = (float4((temp_output_1_0_g11780).rgb , ( temp_output_1_0_g11780.a * pow( clampResult37_g11780 , ( _CustomFadeSmoothness / max( tex2DNode3_g11780.r , 0.05 ) ) ) * _CustomFadeAlpha )));
+ float4 staticSwitch3_g11777 = appendResult13_g11780;
+ #else
+ float4 staticSwitch3_g11777 = staticSwitch2_g11777;
+ #endif
+ float4 temp_output_1_0_g11782 = staticSwitch3_g11777;
+ #ifdef _ENABLECHECKERBOARD_ON
+ float4 temp_output_1_0_g11783 = temp_output_1_0_g11782;
+ float2 appendResult4_g11783 = (float2(PositionWS.x , PositionWS.y));
+ float2 temp_output_44_0_g11783 = ( appendResult4_g11783 * _CheckerboardTiling * 0.5 );
+ float2 break12_g11783 = step( ( ceil( temp_output_44_0_g11783 ) - temp_output_44_0_g11783 ) , float2( 0.5,0.5 ) );
+ float4 appendResult42_g11783 = (float4(( (temp_output_1_0_g11783).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11783.x + break12_g11783.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11783.a));
+ float4 staticSwitch2_g11782 = appendResult42_g11783;
+ #else
+ float4 staticSwitch2_g11782 = temp_output_1_0_g11782;
+ #endif
+ #ifdef _ENABLEFLAME_ON
+ float2 temp_output_75_0_g11784 = finalUV146;
+ float linValue16_g11785 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11784 ) * _FlameNoiseScale ) ).r;
+ float localMyCustomExpression16_g11785 = MyCustomExpression16_g11785( linValue16_g11785 );
+ float saferPower57_g11784 = abs( max( ( temp_output_75_0_g11784.y - 0.2 ) , 0.0 ) );
+ float temp_output_47_0_g11784 = max( _FlameRadius , 0.01 );
+ float clampResult70_g11784 = clamp( ( ( ( localMyCustomExpression16_g11785 * pow( saferPower57_g11784 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11784 - distance( temp_output_75_0_g11784 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11784 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
+ float temp_output_63_0_g11784 = ( clampResult70_g11784 * _FlameBrightness );
+ float4 appendResult31_g11784 = (float4(temp_output_63_0_g11784 , temp_output_63_0_g11784 , temp_output_63_0_g11784 , clampResult70_g11784));
+ float4 staticSwitch6_g11782 = ( appendResult31_g11784 * staticSwitch2_g11782 );
+ #else
+ float4 staticSwitch6_g11782 = staticSwitch2_g11782;
+ #endif
+ float4 temp_output_3_0_g11799 = staticSwitch6_g11782;
+ float4 temp_output_1_0_g11831 = temp_output_3_0_g11799;
+ float4 appendResult91_g11831 = (float4((temp_output_1_0_g11831).rgb , 1.0));
+ float2 temp_output_1_0_g11799 = finalUV146;
+ #ifdef _ENABLERECOLORRGB_ON
+ #ifdef _RECOLORRGBTEXTURETOGGLE_ON
+ float4 staticSwitch81_g11831 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch81_g11831 = appendResult91_g11831;
+ #endif
+ float3 break82_g11831 = (staticSwitch81_g11831).xyz;
+ float temp_output_84_0_g11831 = max( ( break82_g11831.x + break82_g11831.y + break82_g11831.z ) , 0.001 );
+ float4 break71_g11831 = ( ( _RecolorRGBRedTint * ( break82_g11831.x / temp_output_84_0_g11831 ) ) + ( _RecolorRGBGreenTint * ( break82_g11831.y / temp_output_84_0_g11831 ) ) + ( ( break82_g11831.z / temp_output_84_0_g11831 ) * _RecolorRGBBlueTint ) );
+ float3 appendResult56_g11831 = (float3(break71_g11831.r , break71_g11831.g , break71_g11831.b));
+ float4 break2_g11832 = temp_output_1_0_g11831;
+ float saferPower57_g11831 = abs( ( ( break2_g11832.x + break2_g11832.x + break2_g11832.y + break2_g11832.y + break2_g11832.y + break2_g11832.z ) / 6.0 ) );
+ float3 lerpResult26_g11831 = lerp( (temp_output_1_0_g11831).rgb , ( appendResult56_g11831 * pow( saferPower57_g11831 , ( max( break71_g11831.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11831.w * _RecolorRGBFade ));
+ float4 appendResult30_g11831 = (float4(lerpResult26_g11831 , temp_output_1_0_g11831.a));
+ float4 staticSwitch43_g11799 = appendResult30_g11831;
+ #else
+ float4 staticSwitch43_g11799 = temp_output_3_0_g11799;
+ #endif
+ #ifdef _ENABLERECOLORRGBYCP_ON
+ float4 temp_output_1_0_g11829 = staticSwitch43_g11799;
+ #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
+ float4 staticSwitch62_g11829 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11799 );
+ #else
+ float4 staticSwitch62_g11829 = temp_output_1_0_g11829;
+ #endif
+ float3 hsvTorgb33_g11829 = RGBToHSV( staticSwitch62_g11829.rgb );
+ float temp_output_43_0_g11829 = ( ( hsvTorgb33_g11829.x + 0.08333334 ) % 1.0 );
+ float4 ifLocalVar46_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.8333333 )
+ ifLocalVar46_g11829 = _RecolorRGBYCPPurpleTint;
+ else
+ ifLocalVar46_g11829 = _RecolorRGBYCPBlueTint;
+ float4 ifLocalVar44_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.6666667 )
+ ifLocalVar44_g11829 = _RecolorRGBYCPCyanTint;
+ else
+ ifLocalVar44_g11829 = ifLocalVar46_g11829;
+ float4 ifLocalVar47_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.3333333 )
+ ifLocalVar47_g11829 = _RecolorRGBYCPYellowTint;
+ else
+ ifLocalVar47_g11829 = _RecolorRGBYCPGreenTint;
+ float4 ifLocalVar45_g11829 = 0;
+ if( temp_output_43_0_g11829 <= 0.1666667 )
+ ifLocalVar45_g11829 = _RecolorRGBYCPRedTint;
+ else
+ ifLocalVar45_g11829 = ifLocalVar47_g11829;
+ float4 ifLocalVar35_g11829 = 0;
+ if( temp_output_43_0_g11829 >= 0.5 )
+ ifLocalVar35_g11829 = ifLocalVar44_g11829;
+ else
+ ifLocalVar35_g11829 = ifLocalVar45_g11829;
+ float4 break55_g11829 = ifLocalVar35_g11829;
+ float3 appendResult56_g11829 = (float3(break55_g11829.r , break55_g11829.g , break55_g11829.b));
+ float4 break2_g11830 = temp_output_1_0_g11829;
+ float saferPower57_g11829 = abs( ( ( break2_g11830.x + break2_g11830.x + break2_g11830.y + break2_g11830.y + break2_g11830.y + break2_g11830.z ) / 6.0 ) );
+ float3 lerpResult26_g11829 = lerp( (temp_output_1_0_g11829).rgb , ( appendResult56_g11829 * pow( saferPower57_g11829 , max( ( break55_g11829.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11829.z * _RecolorRGBYCPFade ));
+ float4 appendResult30_g11829 = (float4(lerpResult26_g11829 , temp_output_1_0_g11829.a));
+ float4 staticSwitch9_g11799 = appendResult30_g11829;
+ #else
+ float4 staticSwitch9_g11799 = staticSwitch43_g11799;
+ #endif
+ #ifdef _ENABLECOLORREPLACE_ON
+ float4 temp_output_1_0_g11803 = staticSwitch9_g11799;
+ float3 temp_output_2_0_g11803 = (temp_output_1_0_g11803).rgb;
+ float3 In115_g11803 = temp_output_2_0_g11803;
+ float3 From115_g11803 = (_ColorReplaceFromColor).rgb;
+ float4 break2_g11804 = temp_output_1_0_g11803;
+ float3 To115_g11803 = ( pow( max( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
+ float Fuzziness115_g11803 = _ColorReplaceSmoothness;
+ float Range115_g11803 = _ColorReplaceRange;
+ float3 localMyCustomExpression115_g11803 = MyCustomExpression115_g11803( In115_g11803 , From115_g11803 , To115_g11803 , Fuzziness115_g11803 , Range115_g11803 );
+ float3 lerpResult112_g11803 = lerp( temp_output_2_0_g11803 , localMyCustomExpression115_g11803 , _ColorReplaceFade);
+ float4 appendResult4_g11803 = (float4(lerpResult112_g11803 , temp_output_1_0_g11803.a));
+ float4 staticSwitch29_g11799 = appendResult4_g11803;
+ #else
+ float4 staticSwitch29_g11799 = staticSwitch9_g11799;
+ #endif
+ float4 temp_output_1_0_g11816 = staticSwitch29_g11799;
+ #ifdef _ENABLENEGATIVE_ON
+ float3 temp_output_9_0_g11816 = (temp_output_1_0_g11816).rgb;
+ float3 lerpResult3_g11816 = lerp( temp_output_9_0_g11816 , ( 1.0 - temp_output_9_0_g11816 ) , _NegativeFade);
+ float4 appendResult8_g11816 = (float4(lerpResult3_g11816 , temp_output_1_0_g11816.a));
+ float4 staticSwitch4_g11816 = appendResult8_g11816;
+ #else
+ float4 staticSwitch4_g11816 = temp_output_1_0_g11816;
+ #endif
+ float4 temp_output_57_0_g11799 = staticSwitch4_g11816;
+ #ifdef _ENABLECONTRAST_ON
+ float4 temp_output_1_0_g11839 = temp_output_57_0_g11799;
+ float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx;
+ float4 appendResult4_g11839 = (float4(pow( max( (temp_output_1_0_g11839).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11839.a));
+ float4 staticSwitch32_g11799 = appendResult4_g11839;
+ #else
+ float4 staticSwitch32_g11799 = temp_output_57_0_g11799;
+ #endif
+ #ifdef _ENABLEBRIGHTNESS_ON
+ float4 temp_output_2_0_g11814 = staticSwitch32_g11799;
+ float4 appendResult6_g11814 = (float4(( (temp_output_2_0_g11814).rgb * _Brightness ) , temp_output_2_0_g11814.a));
+ float4 staticSwitch33_g11799 = appendResult6_g11814;
+ #else
+ float4 staticSwitch33_g11799 = staticSwitch32_g11799;
+ #endif
+ #ifdef _ENABLEHUE_ON
+ float4 temp_output_2_0_g11815 = staticSwitch33_g11799;
+ float3 hsvTorgb1_g11815 = RGBToHSV( temp_output_2_0_g11815.rgb );
+ float3 hsvTorgb3_g11815 = HSVToRGB( float3(( hsvTorgb1_g11815.x + _Hue ),hsvTorgb1_g11815.y,hsvTorgb1_g11815.z) );
+ float4 appendResult8_g11815 = (float4(hsvTorgb3_g11815 , temp_output_2_0_g11815.a));
+ float4 staticSwitch36_g11799 = appendResult8_g11815;
+ #else
+ float4 staticSwitch36_g11799 = staticSwitch33_g11799;
+ #endif
+ #ifdef _ENABLESPLITTONING_ON
+ float4 temp_output_1_0_g11833 = staticSwitch36_g11799;
+ float4 break2_g11834 = temp_output_1_0_g11833;
+ float temp_output_3_0_g11833 = ( ( break2_g11834.x + break2_g11834.x + break2_g11834.y + break2_g11834.y + break2_g11834.y + break2_g11834.z ) / 6.0 );
+ float clampResult25_g11833 = clamp( ( ( ( ( temp_output_3_0_g11833 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
+ float3 lerpResult6_g11833 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11833);
+ float3 lerpResult11_g11833 = lerp( (temp_output_1_0_g11833).rgb , ( lerpResult6_g11833 * pow( max( temp_output_3_0_g11833 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
+ float4 appendResult18_g11833 = (float4(lerpResult11_g11833 , temp_output_1_0_g11833.a));
+ float4 staticSwitch30_g11799 = appendResult18_g11833;
+ #else
+ float4 staticSwitch30_g11799 = staticSwitch36_g11799;
+ #endif
+ #ifdef _ENABLEBLACKTINT_ON
+ float4 temp_output_1_0_g11811 = staticSwitch30_g11799;
+ float3 temp_output_4_0_g11811 = (temp_output_1_0_g11811).rgb;
+ float4 break12_g11811 = temp_output_1_0_g11811;
+ float3 lerpResult7_g11811 = lerp( temp_output_4_0_g11811 , ( temp_output_4_0_g11811 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11811.r , break12_g11811.g ) , break12_g11811.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
+ float3 lerpResult13_g11811 = lerp( temp_output_4_0_g11811 , lerpResult7_g11811 , _BlackTintFade);
+ float4 appendResult11_g11811 = (float4(lerpResult13_g11811 , break12_g11811.a));
+ float4 staticSwitch20_g11799 = appendResult11_g11811;
+ #else
+ float4 staticSwitch20_g11799 = staticSwitch30_g11799;
+ #endif
+ #ifdef _ENABLEINKSPREAD_ON
+ float4 temp_output_1_0_g11825 = staticSwitch20_g11799;
+ float4 break2_g11827 = temp_output_1_0_g11825;
+ float2 temp_output_65_0_g11825 = shaderPosition235;
+ float linValue16_g11826 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11825 * _InkSpreadNoiseScale ) ).r;
+ float localMyCustomExpression16_g11826 = MyCustomExpression16_g11826( linValue16_g11826 );
+ float clampResult53_g11825 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11825 ) ) + ( localMyCustomExpression16_g11826 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float3 lerpResult7_g11825 = lerp( (temp_output_1_0_g11825).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11825 ));
+ float4 appendResult9_g11825 = (float4(lerpResult7_g11825 , (temp_output_1_0_g11825).a));
+ float4 staticSwitch17_g11799 = appendResult9_g11825;
+ #else
+ float4 staticSwitch17_g11799 = staticSwitch20_g11799;
+ #endif
+ float temp_output_39_0_g11799 = shaderTime237;
+ #ifdef _ENABLESHIFTHUE_ON
+ float4 temp_output_1_0_g11817 = staticSwitch17_g11799;
+ float3 hsvTorgb15_g11817 = RGBToHSV( (temp_output_1_0_g11817).rgb );
+ float3 hsvTorgb19_g11817 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _ShiftHueSpeed ) + hsvTorgb15_g11817.x ),hsvTorgb15_g11817.y,hsvTorgb15_g11817.z) );
+ float4 appendResult6_g11817 = (float4(hsvTorgb19_g11817 , temp_output_1_0_g11817.a));
+ float4 staticSwitch19_g11799 = appendResult6_g11817;
+ #else
+ float4 staticSwitch19_g11799 = staticSwitch17_g11799;
+ #endif
+ #ifdef _ENABLEADDHUE_ON
+ float3 hsvTorgb19_g11821 = HSVToRGB( float3(( ( temp_output_39_0_g11799 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
+ float4 temp_output_1_0_g11821 = staticSwitch19_g11799;
+ float4 break2_g11823 = temp_output_1_0_g11821;
+ float2 uv_AddHueMask = input.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
+ float4 tex2DNode3_g11822 = tex2D( _AddHueMask, uv_AddHueMask );
+ #ifdef _ADDHUEMASKTOGGLE_ON
+ float staticSwitch33_g11821 = ( _AddHueFade * ( tex2DNode3_g11822.r * tex2DNode3_g11822.a ) );
+ #else
+ float staticSwitch33_g11821 = _AddHueFade;
+ #endif
+ float4 appendResult6_g11821 = (float4(( ( hsvTorgb19_g11821 * pow( max( ( ( break2_g11823.x + break2_g11823.x + break2_g11823.y + break2_g11823.y + break2_g11823.y + break2_g11823.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11821 ) + (temp_output_1_0_g11821).rgb ) , temp_output_1_0_g11821.a));
+ float4 staticSwitch23_g11799 = appendResult6_g11821;
+ #else
+ float4 staticSwitch23_g11799 = staticSwitch19_g11799;
+ #endif
+ #ifdef _ENABLESINEGLOW_ON
+ float4 temp_output_1_0_g11818 = staticSwitch23_g11799;
+ float4 break2_g11819 = temp_output_1_0_g11818;
+ float3 temp_output_13_0_g11818 = (_SineGlowColor).rgb;
+ float2 uv_SineGlowMask = input.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
+ float4 tex2DNode30_g11818 = tex2D( _SineGlowMask, uv_SineGlowMask );
+ #ifdef _SINEGLOWMASKTOGGLE_ON
+ float3 staticSwitch27_g11818 = ( (tex2DNode30_g11818).rgb * temp_output_13_0_g11818 * tex2DNode30_g11818.a );
+ #else
+ float3 staticSwitch27_g11818 = temp_output_13_0_g11818;
+ #endif
+ float4 appendResult21_g11818 = (float4(( (temp_output_1_0_g11818).rgb + ( pow( max( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11818 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11799 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11818.a));
+ float4 staticSwitch28_g11799 = appendResult21_g11818;
+ #else
+ float4 staticSwitch28_g11799 = staticSwitch23_g11799;
+ #endif
+ #ifdef _ENABLESATURATION_ON
+ float4 temp_output_1_0_g11806 = staticSwitch28_g11799;
+ float4 break2_g11807 = temp_output_1_0_g11806;
+ float3 temp_cast_46 = (( ( break2_g11807.x + break2_g11807.x + break2_g11807.y + break2_g11807.y + break2_g11807.y + break2_g11807.z ) / 6.0 )).xxx;
+ float3 lerpResult5_g11806 = lerp( temp_cast_46 , (temp_output_1_0_g11806).rgb , _Saturation);
+ float4 appendResult8_g11806 = (float4(lerpResult5_g11806 , temp_output_1_0_g11806.a));
+ float4 staticSwitch38_g11799 = appendResult8_g11806;
+ #else
+ float4 staticSwitch38_g11799 = staticSwitch28_g11799;
+ #endif
+ #ifdef _ENABLEINNEROUTLINE_ON
+ float4 temp_output_15_0_g11808 = staticSwitch38_g11799;
+ float3 temp_output_82_0_g11808 = (_InnerOutlineColor).rgb;
+ float2 temp_output_7_0_g11808 = temp_output_1_0_g11799;
+ float temp_output_179_0_g11808 = temp_output_39_0_g11799;
+ #ifdef _INNEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch187_g11808 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11808 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11808 ) ) )).rgb * temp_output_82_0_g11808 );
+ #else
+ float3 staticSwitch187_g11808 = temp_output_82_0_g11808;
+ #endif
+ float linValue16_g11810 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11808 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11808 ) * _InnerOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11810 = MyCustomExpression16_g11810( linValue16_g11810 );
+ #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch169_g11808 = ( ( localMyCustomExpression16_g11810 - 0.5 ) * _InnerOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch169_g11808 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11808 = ( staticSwitch169_g11808 + temp_output_7_0_g11808 );
+ float2 appendResult10_g11809 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11809 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11809 = appendResult2_g11809;
+ #else
+ float2 staticSwitch9_g11809 = ( float2( 100,100 ) / appendResult10_g11809 );
+ #endif
+ float2 temp_output_25_0_g11808 = staticSwitch9_g11809;
+ float temp_output_178_0_g11808 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11808 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11808 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11808 ) ) ).a ) ) );
+ float3 lerpResult176_g11808 = lerp( (temp_output_15_0_g11808).rgb , staticSwitch187_g11808 , temp_output_178_0_g11808);
+ #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch188_g11808 = ( temp_output_178_0_g11808 * temp_output_15_0_g11808.a );
+ #else
+ float staticSwitch188_g11808 = temp_output_15_0_g11808.a;
+ #endif
+ float4 appendResult177_g11808 = (float4(lerpResult176_g11808 , staticSwitch188_g11808));
+ float4 staticSwitch12_g11799 = appendResult177_g11808;
+ #else
+ float4 staticSwitch12_g11799 = staticSwitch38_g11799;
+ #endif
+ #ifdef _ENABLEOUTEROUTLINE_ON
+ float4 temp_output_15_0_g11836 = staticSwitch12_g11799;
+ float3 temp_output_82_0_g11836 = (_OuterOutlineColor).rgb;
+ float2 temp_output_7_0_g11836 = temp_output_1_0_g11799;
+ float temp_output_186_0_g11836 = temp_output_39_0_g11799;
+ #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11836 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11836 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11836 ) ) )).rgb * temp_output_82_0_g11836 );
+ #else
+ float3 staticSwitch199_g11836 = temp_output_82_0_g11836;
+ #endif
+ float temp_output_182_0_g11836 = ( ( 1.0 - temp_output_15_0_g11836.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11836 = 1.0;
+ #else
+ float staticSwitch203_g11836 = temp_output_182_0_g11836;
+ #endif
+ float3 lerpResult178_g11836 = lerp( (temp_output_15_0_g11836).rgb , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float3 lerpResult170_g11836 = lerp( lerpResult178_g11836 , staticSwitch199_g11836 , staticSwitch203_g11836);
+ float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11836 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11836 ) * _OuterOutlineNoiseScale ) ).r;
+ float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 );
+ #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
+ float2 staticSwitch157_g11836 = ( ( localMyCustomExpression16_g11837 - 0.5 ) * _OuterOutlineDistortionIntensity );
+ #else
+ float2 staticSwitch157_g11836 = float2( 0,0 );
+ #endif
+ float2 temp_output_131_0_g11836 = ( staticSwitch157_g11836 + temp_output_7_0_g11836 );
+ float2 appendResult10_g11838 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11838 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11838 = appendResult2_g11838;
+ #else
+ float2 staticSwitch9_g11838 = ( float2( 100,100 ) / appendResult10_g11838 );
+ #endif
+ float2 temp_output_25_0_g11836 = staticSwitch9_g11838;
+ float lerpResult168_g11836 = lerp( temp_output_15_0_g11836.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11836 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11836 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11836 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
+ #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11836 = ( temp_output_182_0_g11836 * lerpResult168_g11836 );
+ #else
+ float staticSwitch200_g11836 = lerpResult168_g11836;
+ #endif
+ float4 appendResult174_g11836 = (float4(lerpResult170_g11836 , staticSwitch200_g11836));
+ float4 staticSwitch13_g11799 = appendResult174_g11836;
+ #else
+ float4 staticSwitch13_g11799 = staticSwitch12_g11799;
+ #endif
+ #ifdef _ENABLEPIXELOUTLINE_ON
+ float4 temp_output_15_0_g11813 = staticSwitch13_g11799;
+ float3 temp_output_82_0_g11813 = (_PixelOutlineColor).rgb;
+ float2 temp_output_7_0_g11813 = temp_output_1_0_g11799;
+ #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
+ float3 staticSwitch199_g11813 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11813 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11799 ) ) )).rgb * temp_output_82_0_g11813 );
+ #else
+ float3 staticSwitch199_g11813 = temp_output_82_0_g11813;
+ #endif
+ float temp_output_213_0_g11813 = ( _PixelOutlineFade * step( temp_output_15_0_g11813.a , _PixelOutlineAlphaLimit ) );
+ float temp_output_182_0_g11813 = ( ( 1.0 - temp_output_15_0_g11813.a ) * min( ( temp_output_213_0_g11813 * 3.0 ) , 1.0 ) );
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch203_g11813 = 1.0;
+ #else
+ float staticSwitch203_g11813 = temp_output_182_0_g11813;
+ #endif
+ float3 lerpResult178_g11813 = lerp( (temp_output_15_0_g11813).rgb , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float3 lerpResult170_g11813 = lerp( lerpResult178_g11813 , staticSwitch199_g11813 , staticSwitch203_g11813);
+ float2 appendResult206_g11813 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 temp_output_209_0_g11813 = ( float2( 1,1 ) / appendResult206_g11813 );
+ float lerpResult168_g11813 = lerp( temp_output_15_0_g11813.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11813 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11813 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11813 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11813);
+ #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
+ float staticSwitch200_g11813 = ( temp_output_182_0_g11813 * lerpResult168_g11813 );
+ #else
+ float staticSwitch200_g11813 = lerpResult168_g11813;
+ #endif
+ float4 appendResult174_g11813 = (float4(lerpResult170_g11813 , staticSwitch200_g11813));
+ float4 staticSwitch48_g11799 = appendResult174_g11813;
+ #else
+ float4 staticSwitch48_g11799 = staticSwitch13_g11799;
+ #endif
+ #ifdef _ENABLEPINGPONGGLOW_ON
+ float3 lerpResult15_g11800 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11799 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
+ float4 temp_output_5_0_g11800 = staticSwitch48_g11799;
+ float4 break2_g11801 = temp_output_5_0_g11800;
+ float4 appendResult12_g11800 = (float4(( ( lerpResult15_g11800 * _PingPongGlowFade * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11800).rgb ) , temp_output_5_0_g11800.a));
+ float4 staticSwitch46_g11799 = appendResult12_g11800;
+ #else
+ float4 staticSwitch46_g11799 = staticSwitch48_g11799;
+ #endif
+ float4 temp_output_361_0 = staticSwitch46_g11799;
+ #ifdef _ENABLEHOLOGRAM_ON
+ float4 temp_output_1_0_g11841 = temp_output_361_0;
+ float4 break2_g11842 = temp_output_1_0_g11841;
+ float temp_output_44_0_g11841 = unity_OrthoParams.y;
+ float4 appendResult22_g11841 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11842.x + break2_g11842.x + break2_g11842.y + break2_g11842.y + break2_g11842.y + break2_g11842.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11841 * 0.2 ) ) + PositionWS.y ) / temp_output_44_0_g11841 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11841.a )));
+ float4 lerpResult37_g11841 = lerp( temp_output_1_0_g11841 , appendResult22_g11841 , hologramFade182);
+ float4 staticSwitch56 = lerpResult37_g11841;
+ #else
+ float4 staticSwitch56 = temp_output_361_0;
+ #endif
+ #ifdef _ENABLEGLITCH_ON
+ float4 temp_output_1_0_g11844 = staticSwitch56;
+ float4 break2_g11846 = temp_output_1_0_g11844;
+ float temp_output_34_0_g11844 = shaderTime237;
+ float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11844 ) ) * _GlitchNoiseScale ) ).r;
+ float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 );
+ float3 hsvTorgb3_g11847 = HSVToRGB( float3(( localMyCustomExpression16_g11845 + ( temp_output_34_0_g11844 * _GlitchHueSpeed ) ),1.0,1.0) );
+ float3 lerpResult23_g11844 = lerp( (temp_output_1_0_g11844).rgb , ( ( ( break2_g11846.x + break2_g11846.x + break2_g11846.y + break2_g11846.y + break2_g11846.y + break2_g11846.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11847 ) , glitchFade152);
+ float4 appendResult27_g11844 = (float4(lerpResult23_g11844 , temp_output_1_0_g11844.a));
+ float4 staticSwitch57 = appendResult27_g11844;
+ #else
+ float4 staticSwitch57 = staticSwitch56;
+ #endif
+ float4 temp_output_3_0_g11849 = staticSwitch57;
+ float4 temp_output_1_0_g11879 = temp_output_3_0_g11849;
+ float2 temp_output_41_0_g11849 = shaderPosition235;
+ float2 temp_output_99_0_g11879 = temp_output_41_0_g11849;
+ float temp_output_40_0_g11849 = shaderTime237;
+ #ifdef _ENABLECAMOUFLAGE_ON
+ float linValue16_g11884 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11849 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11879 ) * _CamouflageDistortionScale ) ).r;
+ float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 );
+ #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
+ float2 staticSwitch101_g11879 = ( ( ( localMyCustomExpression16_g11884 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11879 );
+ #else
+ float2 staticSwitch101_g11879 = temp_output_99_0_g11879;
+ #endif
+ float linValue16_g11881 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11879 * _CamouflageNoiseScaleA ) ).r;
+ float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 );
+ float clampResult52_g11879 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11881 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult55_g11879 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11879 ) , clampResult52_g11879);
+ float linValue16_g11883 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11879 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
+ float localMyCustomExpression16_g11883 = MyCustomExpression16_g11883( linValue16_g11883 );
+ float clampResult65_g11879 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11883 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
+ float4 lerpResult68_g11879 = lerp( lerpResult55_g11879 , ( _CamouflageColorB * clampResult65_g11879 ) , clampResult65_g11879);
+ float4 break2_g11882 = temp_output_1_0_g11879;
+ float3 lerpResult4_g11879 = lerp( (temp_output_1_0_g11879).rgb , ( (lerpResult68_g11879).rgb * pow( max( ( ( break2_g11882.x + break2_g11882.x + break2_g11882.y + break2_g11882.y + break2_g11882.y + break2_g11882.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
+ float4 appendResult7_g11879 = (float4(lerpResult4_g11879 , temp_output_1_0_g11879.a));
+ float4 staticSwitch26_g11849 = appendResult7_g11879;
+ #else
+ float4 staticSwitch26_g11849 = temp_output_3_0_g11849;
+ #endif
+ #ifdef _ENABLEMETAL_ON
+ float4 temp_output_1_0_g11872 = staticSwitch26_g11849;
+ float temp_output_59_0_g11872 = temp_output_40_0_g11849;
+ float2 temp_output_58_0_g11872 = temp_output_41_0_g11849;
+ float linValue16_g11873 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11872 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11872 ) * _MetalNoiseDistortionScale ) ).r;
+ float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 );
+ float linValue16_g11875 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11873 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11872 * _MetalNoiseSpeed ) + temp_output_58_0_g11872 ) ) * _MetalNoiseScale ) ).r;
+ float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 );
+ float4 break2_g11874 = temp_output_1_0_g11872;
+ float temp_output_5_0_g11872 = ( ( break2_g11874.x + break2_g11874.x + break2_g11874.y + break2_g11874.y + break2_g11874.y + break2_g11874.z ) / 6.0 );
+ float2 uv_MetalMask = input.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
+ float4 tex2DNode3_g11877 = tex2D( _MetalMask, uv_MetalMask );
+ #ifdef _METALMASKTOGGLE_ON
+ float staticSwitch60_g11872 = ( _MetalFade * ( tex2DNode3_g11877.r * tex2DNode3_g11877.a ) );
+ #else
+ float staticSwitch60_g11872 = _MetalFade;
+ #endif
+ float4 lerpResult45_g11872 = lerp( temp_output_1_0_g11872 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11875 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11872 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11872);
+ float4 appendResult8_g11872 = (float4((lerpResult45_g11872).rgb , (temp_output_1_0_g11872).a));
+ float4 staticSwitch28_g11849 = appendResult8_g11872;
+ #else
+ float4 staticSwitch28_g11849 = staticSwitch26_g11849;
+ #endif
+ #ifdef _ENABLEFROZEN_ON
+ float4 temp_output_1_0_g11864 = staticSwitch28_g11849;
+ float4 break2_g11865 = temp_output_1_0_g11864;
+ float temp_output_7_0_g11864 = ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 );
+ float2 temp_output_72_0_g11864 = temp_output_41_0_g11849;
+ float linValue16_g11866 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11864 * _FrozenSnowScale ) ).r;
+ float localMyCustomExpression16_g11866 = MyCustomExpression16_g11866( linValue16_g11866 );
+ float temp_output_73_0_g11864 = temp_output_40_0_g11849;
+ float linValue16_g11868 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11864 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11864 ) * _FrozenHighlightDistortionScale ) ).r;
+ float localMyCustomExpression16_g11868 = MyCustomExpression16_g11868( linValue16_g11868 );
+ float linValue16_g11869 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11868 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11864 * _FrozenHighlightSpeed ) + temp_output_72_0_g11864 ) ) * _FrozenHighlightScale ) ).r;
+ float localMyCustomExpression16_g11869 = MyCustomExpression16_g11869( linValue16_g11869 );
+ float3 lerpResult57_g11864 = lerp( (temp_output_1_0_g11864).rgb , ( ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11866 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11869 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11864 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
+ float4 appendResult26_g11864 = (float4(lerpResult57_g11864 , temp_output_1_0_g11864.a));
+ float4 staticSwitch29_g11849 = appendResult26_g11864;
+ #else
+ float4 staticSwitch29_g11849 = staticSwitch28_g11849;
+ #endif
+ #ifdef _ENABLEBURN_ON
+ float4 temp_output_1_0_g11858 = staticSwitch29_g11849;
+ float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb;
+ float4 break2_g11862 = float4( temp_output_28_0_g11858 , 0.0 );
+ float2 temp_output_72_0_g11858 = temp_output_41_0_g11849;
+ float linValue16_g11861 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnSwirlNoiseScale ) ).r;
+ float localMyCustomExpression16_g11861 = MyCustomExpression16_g11861( linValue16_g11861 );
+ float linValue16_g11859 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11861 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11858 ) * _BurnInsideNoiseScale ) ).r;
+ float localMyCustomExpression16_g11859 = MyCustomExpression16_g11859( linValue16_g11859 );
+ float clampResult68_g11858 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11859 ) , 0.0 , 1.0 );
+ float linValue16_g11860 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11858 * _BurnEdgeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 );
+ float temp_output_15_0_g11858 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11858 , _BurnPosition ) ) + ( localMyCustomExpression16_g11860 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
+ float clampResult18_g11858 = clamp( temp_output_15_0_g11858 , 0.0 , 1.0 );
+ float3 lerpResult29_g11858 = lerp( temp_output_28_0_g11858 , ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11858 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11858);
+ float3 lerpResult40_g11858 = lerp( temp_output_28_0_g11858 , ( lerpResult29_g11858 + ( ( step( temp_output_15_0_g11858 , 1.0 ) * step( 0.0 , temp_output_15_0_g11858 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
+ float4 appendResult43_g11858 = (float4(lerpResult40_g11858 , temp_output_1_0_g11858.a));
+ float4 staticSwitch32_g11849 = appendResult43_g11858;
+ #else
+ float4 staticSwitch32_g11849 = staticSwitch29_g11849;
+ #endif
+ #ifdef _ENABLERAINBOW_ON
+ float2 temp_output_42_0_g11854 = temp_output_41_0_g11849;
+ float linValue16_g11855 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11854 * _RainbowNoiseScale ) ).r;
+ float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 );
+ float3 hsvTorgb3_g11857 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11854 , _RainbowCenter ) + ( localMyCustomExpression16_g11855 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11849 ) ),1.0,1.0) );
+ float3 hsvTorgb36_g11854 = RGBToHSV( hsvTorgb3_g11857 );
+ float3 hsvTorgb37_g11854 = HSVToRGB( float3(hsvTorgb36_g11854.x,_RainbowSaturation,( hsvTorgb36_g11854.z * _RainbowBrightness )) );
+ float4 temp_output_1_0_g11854 = staticSwitch32_g11849;
+ float4 break2_g11856 = temp_output_1_0_g11854;
+ float saferPower24_g11854 = abs( ( ( break2_g11856.x + break2_g11856.x + break2_g11856.y + break2_g11856.y + break2_g11856.y + break2_g11856.z ) / 6.0 ) );
+ float4 appendResult29_g11854 = (float4(( ( hsvTorgb37_g11854 * pow( saferPower24_g11854 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11854).rgb ) , temp_output_1_0_g11854.a));
+ float4 staticSwitch34_g11849 = appendResult29_g11854;
+ #else
+ float4 staticSwitch34_g11849 = staticSwitch32_g11849;
+ #endif
+ #ifdef _ENABLESHINE_ON
+ float4 temp_output_1_0_g11850 = staticSwitch34_g11849;
+ float3 temp_output_57_0_g11850 = (temp_output_1_0_g11850).rgb;
+ float4 break2_g11852 = temp_output_1_0_g11850;
+ float3 temp_cast_69 = (( ( break2_g11852.x + break2_g11852.x + break2_g11852.y + break2_g11852.y + break2_g11852.y + break2_g11852.z ) / 6.0 )).xxx;
+ float3 lerpResult92_g11850 = lerp( temp_cast_69 , temp_output_57_0_g11850 , _ShineSaturation);
+ float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
+ float3 rotatedValue69_g11850 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11849 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) );
+ float temp_output_103_0_g11850 = ( _ShineFrequency * _ShineWidth );
+ float clampResult80_g11850 = clamp( ( ( ( sin( ( rotatedValue69_g11850.x - ( temp_output_40_0_g11849 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11850 ) ) / temp_output_103_0_g11850 ) * _ShineSmooth ) , 0.0 , 1.0 );
+ float2 uv_ShineMask = input.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
+ float4 tex2DNode3_g11851 = tex2D( _ShineMask, uv_ShineMask );
+ #ifdef _SHINEMASKTOGGLE_ON
+ float staticSwitch98_g11850 = ( _ShineFade * ( tex2DNode3_g11851.r * tex2DNode3_g11851.a ) );
+ #else
+ float staticSwitch98_g11850 = _ShineFade;
+ #endif
+ float4 appendResult8_g11850 = (float4(( temp_output_57_0_g11850 + ( ( pow( max( lerpResult92_g11850 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11850 * staticSwitch98_g11850 ) ) , (temp_output_1_0_g11850).a));
+ float4 staticSwitch36_g11849 = appendResult8_g11850;
+ #else
+ float4 staticSwitch36_g11849 = staticSwitch34_g11849;
+ #endif
+ #ifdef _ENABLEPOISON_ON
+ float temp_output_41_0_g11885 = temp_output_40_0_g11849;
+ float linValue16_g11887 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11885 * _PoisonNoiseSpeed ) + temp_output_41_0_g11849 ) * _PoisonNoiseScale ) ).r;
+ float localMyCustomExpression16_g11887 = MyCustomExpression16_g11887( linValue16_g11887 );
+ float3 temp_output_24_0_g11885 = (_PoisonColor).rgb;
+ float4 temp_output_1_0_g11885 = staticSwitch36_g11849;
+ float3 temp_output_28_0_g11885 = (temp_output_1_0_g11885).rgb;
+ float4 break2_g11886 = float4( temp_output_28_0_g11885 , 0.0 );
+ float3 lerpResult32_g11885 = lerp( temp_output_28_0_g11885 , ( temp_output_24_0_g11885 * ( ( break2_g11886.x + break2_g11886.x + break2_g11886.y + break2_g11886.y + break2_g11886.y + break2_g11886.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
+ float4 appendResult27_g11885 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11887 + ( temp_output_41_0_g11885 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11885 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11885 ) , temp_output_1_0_g11885.a));
+ float4 staticSwitch39_g11849 = appendResult27_g11885;
+ #else
+ float4 staticSwitch39_g11849 = staticSwitch36_g11849;
+ #endif
+ float4 temp_output_10_0_g11889 = staticSwitch39_g11849;
+ #ifdef _ENABLEENCHANTED_ON
+ float3 temp_output_12_0_g11889 = (temp_output_10_0_g11889).rgb;
+ float2 temp_output_2_0_g11889 = temp_output_41_0_g11849;
+ float temp_output_1_0_g11889 = temp_output_40_0_g11849;
+ float2 temp_output_6_0_g11889 = ( temp_output_1_0_g11889 * _EnchantedSpeed );
+ float linValue16_g11892 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11889 - ( ( temp_output_6_0_g11889 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 );
+ float linValue16_g11890 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11889 + temp_output_2_0_g11889 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
+ float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 );
+ float temp_output_36_0_g11889 = ( localMyCustomExpression16_g11892 + localMyCustomExpression16_g11890 );
+ float temp_output_43_0_g11889 = ( temp_output_36_0_g11889 * 0.5 );
+ float3 lerpResult42_g11889 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11889);
+ float3 hsvTorgb53_g11889 = HSVToRGB( float3(( ( temp_output_43_0_g11889 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11889 ) ),_EnchantedRainbowSaturation,1.0) );
+ #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
+ float3 staticSwitch50_g11889 = hsvTorgb53_g11889;
+ #else
+ float3 staticSwitch50_g11889 = lerpResult42_g11889;
+ #endif
+ float4 break2_g11891 = temp_output_10_0_g11889;
+ float3 temp_output_40_0_g11889 = ( staticSwitch50_g11889 * pow( max( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
+ float temp_output_45_0_g11889 = ( max( ( temp_output_36_0_g11889 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
+ float3 lerpResult44_g11889 = lerp( temp_output_12_0_g11889 , temp_output_40_0_g11889 , temp_output_45_0_g11889);
+ #ifdef _ENCHANTEDLERPTOGGLE_ON
+ float3 staticSwitch47_g11889 = lerpResult44_g11889;
+ #else
+ float3 staticSwitch47_g11889 = ( temp_output_12_0_g11889 + ( temp_output_40_0_g11889 * temp_output_45_0_g11889 ) );
+ #endif
+ float4 appendResult19_g11889 = (float4(staticSwitch47_g11889 , temp_output_10_0_g11889.a));
+ float4 staticSwitch11_g11889 = appendResult19_g11889;
+ #else
+ float4 staticSwitch11_g11889 = temp_output_10_0_g11889;
+ #endif
+ float4 temp_output_1_0_g11894 = staticSwitch11_g11889;
+ #ifdef _ENABLESHIFTING_ON
+ float4 break5_g11894 = temp_output_1_0_g11894;
+ float3 appendResult32_g11894 = (float3(break5_g11894.r , break5_g11894.g , break5_g11894.b));
+ float4 break2_g11895 = temp_output_1_0_g11894;
+ float temp_output_4_0_g11894 = ( ( break2_g11895.x + break2_g11895.x + break2_g11895.y + break2_g11895.y + break2_g11895.y + break2_g11895.z ) / 6.0 );
+ float temp_output_11_0_g11894 = ( ( ( temp_output_4_0_g11894 + ( temp_output_40_0_g11849 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
+ float3 lerpResult20_g11894 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11894 - 0.5 ) ) * 2.0 ));
+ float3 hsvTorgb12_g11894 = HSVToRGB( float3(temp_output_11_0_g11894,_ShiftingSaturation,_ShiftingBrightness) );
+ #ifdef _SHIFTINGRAINBOWTOGGLE_ON
+ float3 staticSwitch26_g11894 = hsvTorgb12_g11894;
+ #else
+ float3 staticSwitch26_g11894 = ( lerpResult20_g11894 * _ShiftingBrightness );
+ #endif
+ float3 lerpResult31_g11894 = lerp( appendResult32_g11894 , ( staticSwitch26_g11894 * pow( max( temp_output_4_0_g11894 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
+ float4 appendResult6_g11894 = (float4(lerpResult31_g11894 , break5_g11894.a));
+ float4 staticSwitch33_g11894 = appendResult6_g11894;
+ #else
+ float4 staticSwitch33_g11894 = temp_output_1_0_g11894;
+ #endif
+ float4 temp_output_5_0_g11901 = staticSwitch33_g11894;
+ #ifdef _ENABLETEXTURELAYER1_ON
+ float4 break6_g11901 = temp_output_5_0_g11901;
+ float3 appendResult11_g11901 = (float3(break6_g11901.r , break6_g11901.g , break6_g11901.b));
+ float temp_output_27_0_g11901 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11901 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11901 ) );
+ #else
+ float2 staticSwitch73_g11901 = _TextureLayer1Offset;
+ #endif
+ float2 temp_output_72_0_g11901 = ( ( _TextureLayer1Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11901 );
+ float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx;
+ float2 UV10_g11902 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11901 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11902 = _TextureLayer1Columns;
+ int Height10_g11902 = _TextureLayer1Rows;
+ float Tile10_g11902 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11901 ) + _TextureLayer1StartFrame ) );
+ float2 Invert10_g11902 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11902 = MyCustomExpression10_g11902( UV10_g11902 , Width10_g11902 , Height10_g11902 , Tile10_g11902 , Invert10_g11902 );
+ #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
+ float2 staticSwitch20_g11901 = localMyCustomExpression10_g11902;
+ #else
+ float2 staticSwitch20_g11901 = temp_output_72_0_g11901;
+ #endif
+ float4 tex2DNode3_g11901 = tex2D( _TextureLayer1Texture, staticSwitch20_g11901 );
+ float3 appendResult13_g11901 = (float3(tex2DNode3_g11901.r , tex2DNode3_g11901.g , tex2DNode3_g11901.b));
+ float3 appendResult18_g11901 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
+ float3 temp_output_16_0_g11901 = ( appendResult13_g11901 * appendResult18_g11901 );
+ float4 break2_g11903 = temp_output_5_0_g11901;
+ #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
+ float3 staticSwitch80_g11901 = ( pow( max( ( ( break2_g11903.x + break2_g11903.x + break2_g11903.y + break2_g11903.y + break2_g11903.y + break2_g11903.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11901 );
+ #else
+ float3 staticSwitch80_g11901 = temp_output_16_0_g11901;
+ #endif
+ float3 lerpResult12_g11901 = lerp( appendResult11_g11901 , staticSwitch80_g11901 , ( tex2DNode3_g11901.a * _TextureLayer1Fade ));
+ float4 appendResult14_g11901 = (float4(lerpResult12_g11901 , break6_g11901.a));
+ float4 staticSwitch15_g11901 = appendResult14_g11901;
+ #else
+ float4 staticSwitch15_g11901 = temp_output_5_0_g11901;
+ #endif
+ float4 temp_output_5_0_g11897 = staticSwitch15_g11901;
+ #ifdef _ENABLETEXTURELAYER2_ON
+ float4 break6_g11897 = temp_output_5_0_g11897;
+ float3 appendResult11_g11897 = (float3(break6_g11897.r , break6_g11897.g , break6_g11897.b));
+ float temp_output_27_0_g11897 = temp_output_40_0_g11849;
+ #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
+ float2 staticSwitch73_g11897 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11897 ) );
+ #else
+ float2 staticSwitch73_g11897 = _TextureLayer2Offset;
+ #endif
+ float2 temp_output_72_0_g11897 = ( ( _TextureLayer2Scale * temp_output_41_0_g11849 ) - staticSwitch73_g11897 );
+ float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx;
+ float2 UV10_g11898 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11897 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
+ int Width10_g11898 = _TextureLayer2Columns;
+ int Height10_g11898 = _TextureLayer2Rows;
+ float Tile10_g11898 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11897 ) + _TextureLayer2StartFrame ) );
+ float2 Invert10_g11898 = float2( 0,1 );
+ float2 localMyCustomExpression10_g11898 = MyCustomExpression10_g11898( UV10_g11898 , Width10_g11898 , Height10_g11898 , Tile10_g11898 , Invert10_g11898 );
+ #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
+ float2 staticSwitch20_g11897 = localMyCustomExpression10_g11898;
+ #else
+ float2 staticSwitch20_g11897 = temp_output_72_0_g11897;
+ #endif
+ float4 tex2DNode3_g11897 = tex2D( _TextureLayer2Texture, staticSwitch20_g11897 );
+ float3 appendResult13_g11897 = (float3(tex2DNode3_g11897.r , tex2DNode3_g11897.g , tex2DNode3_g11897.b));
+ float3 appendResult18_g11897 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
+ float3 temp_output_16_0_g11897 = ( appendResult13_g11897 * appendResult18_g11897 );
+ float4 break2_g11899 = temp_output_5_0_g11897;
+ #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
+ float3 staticSwitch84_g11897 = ( pow( max( ( ( break2_g11899.x + break2_g11899.x + break2_g11899.y + break2_g11899.y + break2_g11899.y + break2_g11899.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11897 );
+ #else
+ float3 staticSwitch84_g11897 = temp_output_16_0_g11897;
+ #endif
+ float3 lerpResult12_g11897 = lerp( appendResult11_g11897 , staticSwitch84_g11897 , ( tex2DNode3_g11897.a * _TextureLayer2Fade ));
+ float4 appendResult14_g11897 = (float4(lerpResult12_g11897 , break6_g11897.a));
+ float4 staticSwitch15_g11897 = appendResult14_g11897;
+ #else
+ float4 staticSwitch15_g11897 = temp_output_5_0_g11897;
+ #endif
+ float4 temp_output_473_0 = staticSwitch15_g11897;
+ #ifdef _ENABLEFULLDISTORTION_ON
+ float4 break4_g11905 = temp_output_473_0;
+ float fullDistortionAlpha164 = _FullDistortionFade;
+ float4 appendResult5_g11905 = (float4(break4_g11905.r , break4_g11905.g , break4_g11905.b , ( break4_g11905.a * fullDistortionAlpha164 )));
+ float4 staticSwitch77 = appendResult5_g11905;
+ #else
+ float4 staticSwitch77 = temp_output_473_0;
+ #endif
+ #ifdef _ENABLEDIRECTIONALDISTORTION_ON
+ float4 break4_g11906 = staticSwitch77;
+ float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 ));
+ float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * directionalDistortionAlpha167 )));
+ float4 staticSwitch75 = appendResult5_g11906;
+ #else
+ float4 staticSwitch75 = staticSwitch77;
+ #endif
+ float4 temp_output_1_0_g11907 = staticSwitch75;
+ float4 temp_output_1_0_g11908 = temp_output_1_0_g11907;
+#ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float temp_output_53_0_g11908 = max( _FullAlphaDissolveWidth , 0.001 );
+ #endif
+ float2 temp_output_18_0_g11907 = shaderPosition235;
+ #ifdef _ENABLEFULLALPHADISSOLVE_ON
+ float linValue16_g11909 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11909 = MyCustomExpression16_g11909( linValue16_g11909 );
+ float clampResult17_g11908 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11908 ) ) - localMyCustomExpression16_g11909 ) / temp_output_53_0_g11908 ) , 0.0 , 1.0 );
+ float4 appendResult3_g11908 = (float4((temp_output_1_0_g11908).rgb , ( temp_output_1_0_g11908.a * clampResult17_g11908 )));
+ float4 staticSwitch3_g11907 = appendResult3_g11908;
+ #else
+ float4 staticSwitch3_g11907 = temp_output_1_0_g11907;
+ #endif
+ #ifdef _ENABLEFULLGLOWDISSOLVE_ON
+ float linValue16_g11917 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11907 * _FullGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11917 = MyCustomExpression16_g11917( linValue16_g11917 );
+ float temp_output_5_0_g11916 = localMyCustomExpression16_g11917;
+ float temp_output_61_0_g11916 = step( temp_output_5_0_g11916 , _FullGlowDissolveFade );
+ float temp_output_53_0_g11916 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
+ float4 temp_output_1_0_g11916 = staticSwitch3_g11907;
+ float4 appendResult3_g11916 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11916 - step( temp_output_5_0_g11916 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11916 ) ) - temp_output_53_0_g11916 ) ) ) ) + (temp_output_1_0_g11916).rgb ) , ( temp_output_1_0_g11916.a * temp_output_61_0_g11916 )));
+ float4 staticSwitch5_g11907 = appendResult3_g11916;
+ #else
+ float4 staticSwitch5_g11907 = staticSwitch3_g11907;
+ #endif
+ #ifdef _ENABLESOURCEALPHADISSOLVE_ON
+ float4 temp_output_1_0_g11918 = staticSwitch5_g11907;
+ float2 temp_output_76_0_g11918 = temp_output_18_0_g11907;
+ float linValue16_g11919 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11918 * _SourceAlphaDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11919 = MyCustomExpression16_g11919( linValue16_g11919 );
+ float clampResult17_g11918 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11918 ) + ( localMyCustomExpression16_g11919 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11918 = (float4((temp_output_1_0_g11918).rgb , ( temp_output_1_0_g11918.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11918 ) ):( clampResult17_g11918 )) )));
+ float4 staticSwitch8_g11907 = appendResult3_g11918;
+ #else
+ float4 staticSwitch8_g11907 = staticSwitch5_g11907;
+ #endif
+ #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
+ float2 temp_output_90_0_g11914 = temp_output_18_0_g11907;
+ float linValue16_g11915 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11914 * _SourceGlowDissolveNoiseScale ) ).r;
+ float localMyCustomExpression16_g11915 = MyCustomExpression16_g11915( linValue16_g11915 );
+ float temp_output_65_0_g11914 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11914 ) + ( localMyCustomExpression16_g11915 * _SourceGlowDissolveNoiseFactor ) );
+ float temp_output_75_0_g11914 = step( temp_output_65_0_g11914 , _SourceGlowDissolveFade );
+ float temp_output_76_0_g11914 = step( temp_output_65_0_g11914 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
+ float4 temp_output_1_0_g11914 = staticSwitch8_g11907;
+ float4 appendResult3_g11914 = (float4(( ( max( ( temp_output_75_0_g11914 - temp_output_76_0_g11914 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11914).rgb ) , ( temp_output_1_0_g11914.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11914 ) ):( temp_output_75_0_g11914 )) )));
+ float4 staticSwitch9_g11907 = appendResult3_g11914;
+ #else
+ float4 staticSwitch9_g11907 = staticSwitch8_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
+ float4 temp_output_1_0_g11910 = staticSwitch9_g11907;
+ float2 temp_output_161_0_g11910 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11910 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11910 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11910 = rotatedValue136_g11910;
+ float linValue16_g11911 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11910 * _DirectionalAlphaFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11911 = MyCustomExpression16_g11911( linValue16_g11911 );
+ float clampResult154_g11910 = clamp( ( ( break130_g11910.x + break130_g11910.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11911 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11910 = (float4((temp_output_1_0_g11910).rgb , ( temp_output_1_0_g11910.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11910 ) ):( clampResult154_g11910 )) )));
+ float4 staticSwitch11_g11907 = appendResult3_g11910;
+ #else
+ float4 staticSwitch11_g11907 = staticSwitch9_g11907;
+ #endif
+ #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
+ float2 temp_output_171_0_g11912 = temp_output_18_0_g11907;
+ float3 rotatedValue136_g11912 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11912 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) );
+ float3 break130_g11912 = rotatedValue136_g11912;
+ float linValue16_g11913 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11912 * _DirectionalGlowFadeNoiseScale ) ).r;
+ float localMyCustomExpression16_g11913 = MyCustomExpression16_g11913( linValue16_g11913 );
+ float temp_output_168_0_g11912 = max( ( ( break130_g11912.x + break130_g11912.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11913 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
+ float temp_output_161_0_g11912 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) );
+ float4 temp_output_1_0_g11912 = staticSwitch11_g11907;
+ float clampResult154_g11912 = clamp( temp_output_161_0_g11912 , 0.0 , 1.0 );
+ float4 appendResult3_g11912 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11912 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11912 ) ):( temp_output_168_0_g11912 )) ) ) ) + (temp_output_1_0_g11912).rgb ) , ( temp_output_1_0_g11912.a * clampResult154_g11912 )));
+ float4 staticSwitch15_g11907 = appendResult3_g11912;
+ #else
+ float4 staticSwitch15_g11907 = staticSwitch11_g11907;
+ #endif
+ #ifdef _ENABLEHALFTONE_ON
+ float4 temp_output_1_0_g11920 = staticSwitch15_g11907;
+ float2 temp_output_126_0_g11920 = temp_output_18_0_g11907;
+ float temp_output_121_0_g11920 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11920 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
+ float2 appendResult11_g11921 = (float2(temp_output_121_0_g11920 , temp_output_121_0_g11920));
+ float temp_output_17_0_g11921 = length( ( (( ( abs( temp_output_126_0_g11920 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11921 ) );
+ float clampResult17_g11920 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11921 ) / fwidth( temp_output_17_0_g11921 ) ) ) , 0.0 , 1.0 );
+ float4 appendResult3_g11920 = (float4((temp_output_1_0_g11920).rgb , ( temp_output_1_0_g11920.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11920 ) ):( clampResult17_g11920 )) )));
+ float4 staticSwitch13_g11907 = appendResult3_g11920;
+ #else
+ float4 staticSwitch13_g11907 = staticSwitch15_g11907;
+ #endif
+ #ifdef _ENABLEADDCOLOR_ON
+ float3 temp_output_3_0_g11923 = (_AddColorColor).rgb;
+ float2 uv_AddColorMask = input.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
+ float4 tex2DNode19_g11923 = tex2D( _AddColorMask, uv_AddColorMask );
+ #ifdef _ADDCOLORMASKTOGGLE_ON
+ float3 staticSwitch16_g11923 = ( temp_output_3_0_g11923 * ( (tex2DNode19_g11923).rgb * tex2DNode19_g11923.a ) );
+ #else
+ float3 staticSwitch16_g11923 = temp_output_3_0_g11923;
+ #endif
+ float4 temp_output_1_0_g11923 = staticSwitch13_g11907;
+ float4 break2_g11925 = temp_output_1_0_g11923;
+ #ifdef _ADDCOLORCONTRASTTOGGLE_ON
+ float3 staticSwitch17_g11923 = ( staticSwitch16_g11923 * pow( max( ( ( break2_g11925.x + break2_g11925.x + break2_g11925.y + break2_g11925.y + break2_g11925.y + break2_g11925.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
+ #else
+ float3 staticSwitch17_g11923 = staticSwitch16_g11923;
+ #endif
+ float4 appendResult6_g11923 = (float4(( ( staticSwitch17_g11923 * _AddColorFade ) + (temp_output_1_0_g11923).rgb ) , temp_output_1_0_g11923.a));
+ float4 staticSwitch5_g11922 = appendResult6_g11923;
+ #else
+ float4 staticSwitch5_g11922 = staticSwitch13_g11907;
+ #endif
+ #ifdef _ENABLEALPHATINT_ON
+ float4 temp_output_1_0_g11926 = staticSwitch5_g11922;
+ float3 lerpResult4_g11926 = lerp( (temp_output_1_0_g11926).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11926.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11926.a ) * _AlphaTintFade ));
+ float4 appendResult13_g11926 = (float4(lerpResult4_g11926 , temp_output_1_0_g11926.a));
+ float4 staticSwitch11_g11922 = appendResult13_g11926;
+ #else
+ float4 staticSwitch11_g11922 = staticSwitch5_g11922;
+ #endif
+ #ifdef _ENABLESTRONGTINT_ON
+ float4 temp_output_1_0_g11927 = staticSwitch11_g11922;
+ float3 temp_output_6_0_g11927 = (_StrongTintTint).rgb;
+ float2 uv_StrongTintMask = input.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
+ float4 tex2DNode23_g11927 = tex2D( _StrongTintMask, uv_StrongTintMask );
+ #ifdef _STRONGTINTMASKTOGGLE_ON
+ float3 staticSwitch21_g11927 = ( temp_output_6_0_g11927 * ( (tex2DNode23_g11927).rgb * tex2DNode23_g11927.a ) );
+ #else
+ float3 staticSwitch21_g11927 = temp_output_6_0_g11927;
+ #endif
+ float4 break2_g11929 = temp_output_1_0_g11927;
+ #ifdef _STRONGTINTCONTRASTTOGGLE_ON
+ float3 staticSwitch22_g11927 = ( pow( max( ( ( break2_g11929.x + break2_g11929.x + break2_g11929.y + break2_g11929.y + break2_g11929.y + break2_g11929.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11927 );
+ #else
+ float3 staticSwitch22_g11927 = staticSwitch21_g11927;
+ #endif
+ float3 lerpResult7_g11927 = lerp( (temp_output_1_0_g11927).rgb , staticSwitch22_g11927 , _StrongTintFade);
+ float4 appendResult9_g11927 = (float4(lerpResult7_g11927 , (temp_output_1_0_g11927).a));
+ float4 staticSwitch7_g11922 = appendResult9_g11927;
+ #else
+ float4 staticSwitch7_g11922 = staticSwitch11_g11922;
+ #endif
+ float4 temp_output_2_0_g11930 = staticSwitch7_g11922;
+ #ifdef _ENABLESHADOW_ON
+ float4 break4_g11932 = temp_output_2_0_g11930;
+ float3 appendResult5_g11932 = (float3(break4_g11932.r , break4_g11932.g , break4_g11932.b));
+ float2 appendResult10_g11931 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11931 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11931 = appendResult2_g11931;
+ #else
+ float2 staticSwitch9_g11931 = ( float2( 100,100 ) / appendResult10_g11931 );
+ #endif
+ float4 appendResult85_g11930 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11931 * _ShadowOffset ) ) ).a )));
+ float4 break6_g11932 = appendResult85_g11930;
+ float3 appendResult7_g11932 = (float3(break6_g11932.r , break6_g11932.g , break6_g11932.b));
+ float temp_output_11_0_g11932 = ( ( 1.0 - break4_g11932.a ) * break6_g11932.a );
+ float temp_output_32_0_g11932 = ( break4_g11932.a + temp_output_11_0_g11932 );
+ float4 appendResult18_g11932 = (float4(( ( ( appendResult5_g11932 * break4_g11932.a ) + ( appendResult7_g11932 * temp_output_11_0_g11932 ) ) * ( 1.0 / max( temp_output_32_0_g11932 , 0.01 ) ) ) , temp_output_32_0_g11932));
+ float4 staticSwitch82_g11930 = appendResult18_g11932;
+ #else
+ float4 staticSwitch82_g11930 = temp_output_2_0_g11930;
+ #endif
+ float4 break4_g11933 = staticSwitch82_g11930;
+ #ifdef _ENABLECUSTOMFADE_ON
+ float staticSwitch8_g11777 = 1.0;
+ #else
+ float staticSwitch8_g11777 = input.ase_color.a;
+ #endif
+ #ifdef _ENABLESMOKE_ON
+ float staticSwitch9_g11777 = 1.0;
+ #else
+ float staticSwitch9_g11777 = staticSwitch8_g11777;
+ #endif
+ float customVertexAlpha193 = staticSwitch9_g11777;
+ float4 appendResult5_g11933 = (float4(break4_g11933.r , break4_g11933.g , break4_g11933.b , ( break4_g11933.a * customVertexAlpha193 )));
+ float4 temp_output_344_0 = appendResult5_g11933;
+ float4 temp_output_1_0_g11934 = temp_output_344_0;
+ float4 appendResult8_g11934 = (float4(( (temp_output_1_0_g11934).rgb * (input.ase_color).rgb ) , temp_output_1_0_g11934.a));
+ #ifdef _VERTEXTINTFIRST_ON
+ float4 staticSwitch342 = temp_output_344_0;
+ #else
+ float4 staticSwitch342 = appendResult8_g11934;
+ #endif
+ float4 lerpResult125 = lerp( ( originalColor191 * input.ase_color ) , staticSwitch342 , fullFade123);
+ #if defined( _SHADERFADING_NONE )
+ float4 staticSwitch143 = staticSwitch342;
+ #elif defined( _SHADERFADING_FULL )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_MASK )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_DISSOLVE )
+ float4 staticSwitch143 = lerpResult125;
+ #elif defined( _SHADERFADING_SPREAD )
+ float4 staticSwitch143 = lerpResult125;
+ #else
+ float4 staticSwitch143 = staticSwitch342;
+ #endif
+ float4 temp_output_7_0_g11941 = staticSwitch143;
+ #ifdef _BAKEDMATERIAL_ON
+ float4 appendResult2_g11941 = (float4(( (temp_output_7_0_g11941).rgb / max( temp_output_7_0_g11941.a , 1E-05 ) ) , temp_output_7_0_g11941.a));
+ float4 staticSwitch6_g11941 = appendResult2_g11941;
+ #else
+ float4 staticSwitch6_g11941 = temp_output_7_0_g11941;
+ #endif
+ float4 temp_output_340_0 = staticSwitch6_g11941;
+
+
+ float Alpha = temp_output_340_0.a;
+ float AlphaClipThreshold = _AlphaClip;
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ float DeviceDepth = input.positionCS.z;
+ #endif
+
+ #ifdef _ALPHATEST_ON
+ clip(Alpha - AlphaClipThreshold);
+ #endif
+
+ #if defined(ASE_CHANGES_WORLD_POS)
+ float3 positionOS = mul( GetWorldToObjectMatrix(), float4( PositionWS, 1.0 ) ).xyz;
+ float3 previousPositionWS = mul( GetPrevObjectToWorldMatrix(), float4( positionOS, 1.0 ) ).xyz;
+ input.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, float4( PositionWS, 1.0 ) );
+ input.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, float4( previousPositionWS, 1.0 ) );
+ #endif
+
+ #if defined(LOD_FADE_CROSSFADE)
+ LODFadeCrossFade( input.positionCS );
+ #endif
+
+ #if defined( ASE_DEPTH_WRITE_ON )
+ outputDepth = DeviceDepth;
+ #endif
+
+ #if defined(APPLICATION_SPACE_WARP_MOTION)
+ return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 );
+ #else
+ return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 );
+ #endif
+ }
+ ENDHLSL
+ }
+
+
+ }
+
+ CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
+ FallBack "Hidden/Shader Graph/FallbackError"
+
+ Fallback Off
}
+
/*ASEBEGIN
-Version=19903
+Version=19905
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;614;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;609;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;-2758.191,-3709.324;Inherit;False;_ScreenTiling;625;;11656;f5939d1b891718b468aa402ddf2c75e0;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;482;-2458.77,-3622.03;Inherit;False;_WorldTiling;620;;11657;5075a3cd4854af640aa8d277732c8893;0;2;1;FLOAT2;0,0;False;12;SAMPLER2D;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2003.491,-3335.527;Inherit;False;Property;_SpriteSheetRect;Sprite Sheet Rect;18;0;Create;True;0;0;0;False;0;False;0,0,1,1;0,0,1,1;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
@@ -40405,7 +35130,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11668;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;46;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
+Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;47;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
@@ -40415,12 +35140,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;-582.6621,-3244.321;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;2660.32,1715.519;Inherit;False;uberNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;2534.932,1066.922;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;542;;11670;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;553;;11670;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;184;-340.3444,-2931.6;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;253;-334.9839,-3014.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.FloorOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;433;2745.127,1095.848;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;84;-178.5299,-3184.649;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;476;;11672;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;485;;11672;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;254;496.0161,-2937.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;188;476.926,-2831.78;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;658.3505,-580.0461;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
@@ -40430,55 +35155,55 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;189;-2234.721,-201.4758;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-1921.027,-115.7738;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;2945.127,1149.848;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;475;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;747.3577,-2918.135;Inherit;False;_DirectionalDistortion;464;;11675;30e6ac39427ee11419083602d572972f;0;3;182;FLOAT2;0,0;False;160;FLOAT2;0,0;False;181;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;1165.579,-2580.498;Inherit;False;Property;_HologramFade;Hologram: Fade;209;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;919.0109,-667.4209;Inherit;False;_GlitchPre;224;;11678;b8ad29d751d87bd4d9cbf14898be6163;0;3;19;FLOAT;0;False;18;FLOAT2;0,0;False;16;SAMPLER2D;;False;2;FLOAT;15;FLOAT2;0
-Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4801.255,1506.884;Inherit;True;Property;_FadingMask;Fading: Mask;34;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;4416.092,2114.768;Inherit;False;Property;_FadingWidth;Fading: Width;31;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;484;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;747.3577,-2918.135;Inherit;False;_DirectionalDistortion;473;;11675;30e6ac39427ee11419083602d572972f;0;3;182;FLOAT2;0,0;False;160;FLOAT2;0,0;False;181;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;1165.579,-2580.498;Inherit;False;Property;_HologramFade;Hologram: Fade;216;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;919.0109,-667.4209;Inherit;False;_GlitchPre;233;;11678;b8ad29d751d87bd4d9cbf14898be6163;0;3;19;FLOAT;0;False;18;FLOAT2;0,0;False;16;SAMPLER2D;;False;2;FLOAT;15;FLOAT2;0
+Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;204;4801.255,1506.884;Inherit;True;Property;_FadingMask;Fading: Mask;35;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;4416.092,2114.768;Inherit;False;Property;_FadingWidth;Fading: Width;32;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;4515.66,1836.189;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;33;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;230;4630.415,2681.855;Inherit;False;Property;_FadingNoiseFactor;Fading: Noise Factor;32;0;Create;True;0;0;0;False;0;False;0.2;0;0;0;0;1;FLOAT;0
+Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;34;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
+Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;230;4630.415,2681.855;Inherit;False;Property;_FadingNoiseFactor;Fading: Noise Factor;33;0;Create;True;0;0;0;False;0;False;0.2;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4535.53,1746.504;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;30;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
+Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;31;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;228;4626.359,2471.966;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-1990.589,-315.832;Inherit;False;_UberSample;580;;11744;1028d755b36e2b04da25c3b882a2e2ec;0;2;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;COLOR;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;471;-1990.589,-315.832;Inherit;False;_UberSample;591;;11744;1028d755b36e2b04da25c3b882a2e2ec;0;2;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-1686.027,-106.7738;Inherit;False;ColorMultiply;-1;;11763;1f51da7edd80c06488c56d28bc096dec;0;2;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;3093.581,1032.267;Inherit;False;Property;_PixelPerfectSpace;Pixel Perfect Space;15;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;441;3148.675,1260.326;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;1064.56,-3052.917;Inherit;False;Property;_EnableShine;Enable Shine;463;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;75;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;1064.56,-3052.917;Inherit;False;Property;_EnableShine;Enable Shine;472;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;75;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;255;1530.016,-2640.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;1537.252,-2554.561;Inherit;False;hologramFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;1547.656,-2458.612;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;1562.277,-2362.367;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1246.533,-755.1426;Inherit;False;glitchFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;1243.538,-600.6849;Inherit;False;glitchPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;3995.099,1279.389;Inherit;False;Property;_FadingFade;Fading: Fade;29;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;4905.316,1828.167;Inherit;False;_UberDissolveFade;-1;;11723;cb957eb9b67f4f243aa8ba0547208263;0;5;21;FLOAT2;0,0;False;1;FLOAT;0;False;16;SAMPLER2D;0;False;18;FLOAT2;0,0;False;20;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-1350.718,-125.6577;Inherit;False;Property;_Keyword0;Keyword 0;14;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;342;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;1602.103,-2721.81;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;1839.482,-2552.931;Inherit;False;_HologramUV;217;;11680;7c71b1b031ffcbe48805e17b94671163;0;7;77;FLOAT;0;False;55;FLOAT;0;False;76;SAMPLER2D;;False;37;FLOAT2;0,0;False;39;SAMPLER2D;;False;81;FLOAT;0;False;79;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;2394.016,-2741.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;2375.652,-2434.015;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;2413.1,-2367.982;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;2400.558,-2511.178;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;5964.391,1365.661;Inherit;False;Property;_ShaderFading;Shader Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;5;None;Full;Mask;Dissolve;Spread;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-977.8615,164.14;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-1018.041,-121.917;Inherit;False;originalColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-1036.103,27.02582;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;208;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;236;;11728;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;215;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;6281.453,1414.289;Inherit;False;fullFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-737.796,35.8288;Inherit;False;_UberCustomAlpha;591;;11764;d68af6e3188f53845b23cf6e39df15fe;0;3;1;COLOR;0,0,0,0;False;6;SAMPLER2D;0;False;7;FLOAT2;0,0;False;2;FLOAT;12;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;-687.1025,-126.9742;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;259;2999.016,-2403.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;223;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;3040.934,-2600.272;Inherit;False;Property;_EnableShine;Enable Shine;232;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;57;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;177;3015.115,-2149.526;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;258;2972.016,-2323.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;2993.115,-2238.526;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
@@ -40490,24 +35215,24 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;565;;11769;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;-455.0759,-519.7366;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-432.6598,-617.0601;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;183;-37.83691,-91.99512;Inherit;False;182;hologramFade;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3382.41,-2373.518;Inherit;False;_UberTransformUV;481;;11730;894b1de51a5f4c74cbe7828262f1344b;0;5;25;FLOAT;0;False;26;FLOAT2;0,0;False;1;FLOAT2;0,0;False;18;SAMPLER2D;0;False;3;SAMPLER2D;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;3651.881,-2106.533;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4449.801,-1972.639;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11742;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;74;;11773;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable Hologram;208;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;250.219,-2894.672;Inherit;False;fullDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;19;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
@@ -40516,65 +35241,66 @@ Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0,
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;247;1456.499,-578.4069;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;223;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1853.428,-195.4143;Inherit;False;164;fullDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1037.158,-2834.03;Inherit;False;directionalDistortionAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet Fix;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;366;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
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-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;473;1656.25,-345.9998;Inherit;False;_UberEffect;241;;11822;93c7a07f758a0814998210619e8ad1cb;0;4;40;FLOAT;0;False;41;FLOAT2;0,0;False;3;COLOR;0,0,0,0;False;37;SAMPLER2D;0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;2104.106,-267.8359;Inherit;False;AlphaMultiply;-1;;11878;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;2616.17,-223.2014;Inherit;False;167;directionalDistortionAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;427;7006.263,-2158.381;Inherit;False;Property;_PixelPerfectUV;Pixel Perfect UV;16;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;2492.977,-348.4961;Inherit;False;Property;_EnableFullDistortion;Enable Full Distortion;475;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;3014.405,-219.2272;Inherit;False;AlphaMultiply;-1;;11879;d24974f7959982d48aab81e9e7692f35;0;2;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;7280.32,-2157.36;Inherit;False;finalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;463;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;3434.708,-336.5002;Inherit;False;Property;_EnableDirectionalDistortion;Enable Directional Distortion;472;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;249;3627.646,-39.2937;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;169;3611.012,-138.045;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;479;3931.587,-267.0083;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;480;3955.587,-349.0083;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;248;3912.165,-179.9706;Inherit;False;_UberFading;404;;11880;f8f5d1f402d6b694f9c47ef65b4ae91d;0;3;18;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;17;SAMPLER2D;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;193;-400.3044,37.52343;Inherit;False;customVertexAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;478;4200.417,-206.2577;Inherit;False;_UberColorFinal;47;;11895;6ac57aba23ea6404ba71b6806ea93971;0;3;14;FLOAT2;0,0;False;15;SAMPLER2D;;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;4178.044,-19.14569;Inherit;False;193;customVertexAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;4610.214,-299.2399;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;194;4622.439,201.8054;Inherit;False;191;originalColor;1;0;OBJECT;;False;1;COLOR;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;353;4889.3,-222.093;Inherit;False;ColorMultiply;-1;;11907;1f51da7edd80c06488c56d28bc096dec;0;2;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;476;3958.333,566.3407;Inherit;False;475;fixedUV;1;0;OBJECT;;False;1;FLOAT2;0
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;195;4877.096,136.7432;Inherit;False;TintVertex;-1;;11909;b0b94dd27c0f3da49a89feecae766dcc;0;1;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;124;4962.062,258.7927;Inherit;False;123;fullFade;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;200;3977.696,393.365;Inherit;False;Constant;_ZeroVector;Zero Vector;67;0;Create;True;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
-Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;199;4171.966,521.7499;Inherit;False;_Squish;560;;11908;6d6a73cc3433bad4186f7028cad3d98c;0;2;82;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;342;5134.784,-128.8904;Inherit;False;Property;_VertexTintFirst;Vertex Tint First;14;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT4;0,0,0,0;False;0;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;500;5991.064,398.0179;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0
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-Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;520;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0
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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;511;6765.377,59.35749;Float;False;True;-1;2;SpriteShadersUltimate.SSUShaderGUI;0;12;Sprite Shaders Ultimate/3D Lit URP SSU;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Lit;True;3;True;14;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;51;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;0;0;Workflow;1;0;Surface;1;638601044741944837; Keep Alpha;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;0;638597731731865944;Alpha Clipping;1;0; Use Shadow Threshold;1;638601044141000003;Fragment Normal Space;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;1;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;1;0;Motion Vectors;1;0; Add Precomputed Velocity;0;0; XR Motion Vectors;0;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;Debug Display;0;0;Clear Coat;0;0;0;12;False;True;True;True;True;True;True;True;True;True;True;False;False;;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;512;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;513;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;514;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;515;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;516;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;517;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;True;12;d3d11;gles;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;switch2;webgpu;0;;0;0;Standard;0;False;0
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+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;520;6765.377,59.35749;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;MotionVectors;0;10;MotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;False;False;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=MotionVectors;False;False;0;;0;0;Standard;0;False;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;523;6765.377,169.3575;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;XRMotionVectors;0;11;XRMotionVectors;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;14;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;True;1;False;;255;False;;1;False;;7;False;;3;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;1;LightMode=XRMotionVectors;False;False;0;;0;0;Standard;0;False;0
WireConnection;483;1;363;0
WireConnection;483;12;411;0
WireConnection;482;1;483;0
@@ -40788,12 +35514,12 @@ WireConnection;142;4;121;0
WireConnection;501;11;500;0
WireConnection;511;0;340;0
WireConnection;511;1;501;0
-WireConnection;511;2;501;21
WireConnection;511;3;501;10
WireConnection;511;4;501;9
+WireConnection;511;2;501;21
WireConnection;511;6;497;3
WireConnection;511;7;522;0
WireConnection;511;16;503;0
WireConnection;511;8;142;0
ASEEND*/
-//CHKSM=F24FE0251712D299F4D2AA81D9968A17B68F2A76
\ No newline at end of file
+//CHKSM=E70F38836491BAA00B0B8F2C09D7C6C59294C962
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta
index fafa7229..4f21a961 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader.meta
@@ -13,15 +13,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -32,3 +37,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/3D Lit URP SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader
index e49f3320..6c7446fa 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader
@@ -1,4 +1,4 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/Additive GUI SSU"
{
@@ -14,517 +14,519 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
+ _CullMode ("Cull Mode", Float) = 0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
- [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0
- [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0
- _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45
- _TMPSmoothness("TMP: Smoothness", Float) = 5
- [HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 0
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
+ [Toggle( _ISTEXT_ON )] _IsText( "Is Text", Float ) = 0
+ [Toggle( _ISTEXTMESHPRO_ON )] _IsTextMeshPro( "Is Text Mesh Pro", Float ) = 0
+ _TMPThickness( "TMP: Thickness", Range( -0.99, 0 ) ) = -0.45
+ _TMPSmoothness( "TMP: Smoothness", Float ) = 5
+ [HideInInspector] _UIVertexColorAlwaysGammaSpace( "UIVertexColorAlwaysGammaSpace", Int ) = 0
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
@@ -563,7 +565,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
{
Name "Default"
CGPROGRAM
- #define ASE_VERSION 19801
+ #define ASE_VERSION 19905
#pragma vertex vert
#pragma fragment frag
@@ -576,9 +578,13 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
@@ -1858,7 +1864,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2063,7 +2069,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2221,9 +2227,15 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11674 = appendResult2_g11674;
+ #else
+ float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0));
+ float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 );
#else
float2 staticSwitch59 = staticSwitch82;
@@ -2247,7 +2259,13 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
- float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11739 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11739 = appendResult2_g11739;
+ #else
+ float2 staticSwitch9_g11739 = ( float2( 100,100 ) / appendResult10_g11739 );
+ #endif
float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
@@ -2255,7 +2273,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
#else
float staticSwitch29_g11737 = _UVDistortFade;
#endif
- float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
+ float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * staticSwitch9_g11739 * staticSwitch29_g11737 ) );
#else
float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
#endif
@@ -2365,7 +2383,7 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float2 break10_g11742 = float2( 1,1 );
float2 break9_g11742 = spriteRectMin376;
float2 break8_g11742 = spriteRectMax377;
- float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y))));
+ float2 appendResult15_g11742 = (float2( (break9_g11742.x + ( break14_g11742.x - break11_g11742.x ) * ( break8_g11742.x - break9_g11742.x ) / ( break10_g11742.x - break11_g11742.x ) ) , (break9_g11742.y + ( break14_g11742.y - break11_g11742.y ) * ( break8_g11742.y - break9_g11742.y ) / ( break10_g11742.y - break11_g11742.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
@@ -2755,8 +2773,14 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float2 staticSwitch169_g13113 = float2( 0,0 );
#endif
float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 );
- float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 );
+ float2 appendResult10_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g13114 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g13114 = appendResult2_g13114;
+ #else
+ float2 staticSwitch9_g13114 = ( float2( 100,100 ) / appendResult10_g13114 );
+ #endif
+ float2 temp_output_25_0_g13113 = staticSwitch9_g13114;
float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) );
float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
@@ -2795,8 +2819,14 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
float2 staticSwitch157_g13141 = float2( 0,0 );
#endif
float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 );
- float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 );
+ float2 appendResult10_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g13143 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g13143 = appendResult2_g13143;
+ #else
+ float2 staticSwitch9_g13143 = ( float2( 100,100 ) / appendResult10_g13143 );
+ #endif
+ float2 temp_output_25_0_g13141 = staticSwitch9_g13143;
float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 );
@@ -3307,8 +3337,14 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
#ifdef _ENABLESHADOW_ON
float4 break4_g13236 = temp_output_2_0_g13234;
float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b));
- float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a )));
+ float2 appendResult10_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g13235 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g13235 = appendResult2_g13235;
+ #else
+ float2 staticSwitch9_g13235 = ( float2( 100,100 ) / appendResult10_g13235 );
+ #endif
+ float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g13235 * _ShadowOffset ) ) ).a )));
float4 break6_g13236 = appendResult85_g13234;
float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b));
float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * break6_g13236.a );
@@ -3387,252 +3423,247 @@ Shader "Sprite Shaders Ultimate/Additive GUI SSU"
Fallback Off
}
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+WireConnection;437;1;435;0
+WireConnection;437;0;436;0
+WireConnection;82;1;83;0
+WireConnection;82;0;81;174
+WireConnection;182;0;53;0
WireConnection;154;0;102;0
WireConnection;152;0;102;15
-WireConnection;52;77;255;0
-WireConnection;52;55;182;0
-WireConnection;52;76;173;0
-WireConnection;52;37;38;0
-WireConnection;52;39;174;0
-WireConnection;52;81;498;0
-WireConnection;52;79;497;2
WireConnection;231;27;261;0
WireConnection;231;22;122;0
WireConnection;231;18;228;0
@@ -3645,23 +3676,46 @@ WireConnection;223;1;122;0
WireConnection;223;16;219;0
WireConnection;223;18;208;0
WireConnection;223;20;210;0
-WireConnection;59;1;38;0
-WireConnection;59;0;52;0
WireConnection;292;1;122;0
WireConnection;292;2;204;0
-WireConnection;103;23;256;0
-WireConnection;103;13;155;0
-WireConnection;103;22;175;0
-WireConnection;103;3;153;0
-WireConnection;103;1;59;0
+WireConnection;354;1;494;0
+WireConnection;354;0;356;0
+WireConnection;439;61;437;0
+WireConnection;439;3;441;0
+WireConnection;38;0;82;0
+WireConnection;52;77;255;0
+WireConnection;52;55;182;0
+WireConnection;52;76;173;0
+WireConnection;52;37;38;0
+WireConnection;52;39;174;0
+WireConnection;52;81;498;0
+WireConnection;52;79;497;2
WireConnection;139;1;122;0
WireConnection;139;0;122;0
WireConnection;139;2;292;0
WireConnection;139;3;223;0
WireConnection;139;4;231;0
+WireConnection;191;0;354;0
+WireConnection;237;0;341;0
+WireConnection;235;0;439;0
+WireConnection;59;1;38;0
+WireConnection;59;0;52;0
+WireConnection;103;23;256;0
+WireConnection;103;13;155;0
+WireConnection;103;22;175;0
+WireConnection;103;3;153;0
+WireConnection;103;1;59;0
+WireConnection;123;0;139;0
+WireConnection;343;1;191;0
+WireConnection;343;6;179;0
+WireConnection;343;7;149;0
WireConnection;62;1;59;0
WireConnection;62;0;103;0
-WireConnection;123;0;139;0
+WireConnection;486;0;145;0
+WireConnection;239;10;240;0
+WireConnection;239;8;180;0
+WireConnection;239;7;148;0
+WireConnection;239;1;343;0
WireConnection;484;25;259;0
WireConnection;484;26;258;0
WireConnection;484;1;62;0
@@ -3670,49 +3724,10 @@ WireConnection;484;3;177;0
WireConnection;130;0;131;0
WireConnection;130;1;484;0
WireConnection;130;2;129;0
-WireConnection;145;1;484;0
-WireConnection;145;0;130;0
-WireConnection;145;2;130;0
-WireConnection;145;3;130;0
-WireConnection;145;4;130;0
-WireConnection;486;0;145;0
WireConnection;487;0;486;0
-WireConnection;488;0;487;0
-WireConnection;485;1;145;0
-WireConnection;485;0;488;0
WireConnection;378;13;485;0
WireConnection;378;2;380;0
WireConnection;378;3;381;0
-WireConnection;382;0;378;0
-WireConnection;382;1;380;0
-WireConnection;383;0;382;0
-WireConnection;383;1;381;0
-WireConnection;371;1;485;0
-WireConnection;371;0;383;0
-WireConnection;470;21;463;0
-WireConnection;470;17;452;0
-WireConnection;470;1;371;0
-WireConnection;470;2;442;0
-WireConnection;427;1;371;0
-WireConnection;427;0;470;0
-WireConnection;146;0;427;0
-WireConnection;471;1;147;0
-WireConnection;471;2;189;0
-WireConnection;500;3;499;0
-WireConnection;494;1;471;0
-WireConnection;501;0;500;0
-WireConnection;356;1;494;0
-WireConnection;356;2;501;0
-WireConnection;354;1;494;0
-WireConnection;354;0;356;0
-WireConnection;191;0;354;0
-WireConnection;343;1;191;0
-WireConnection;343;6;179;0
-WireConnection;343;7;149;0
-WireConnection;239;10;240;0
-WireConnection;239;8;180;0
-WireConnection;239;7;148;0
-WireConnection;239;1;343;0
WireConnection;361;39;240;0
WireConnection;361;40;242;0
WireConnection;361;1;148;0
@@ -3724,6 +3739,14 @@ WireConnection;51;40;183;0
WireConnection;51;1;361;0
WireConnection;51;43;495;2
WireConnection;51;44;496;0
+WireConnection;145;1;484;0
+WireConnection;145;0;130;0
+WireConnection;145;2;130;0
+WireConnection;145;3;130;0
+WireConnection;145;4;130;0
+WireConnection;488;0;487;0
+WireConnection;382;0;378;0
+WireConnection;382;1;380;0
WireConnection;56;1;361;0
WireConnection;56;0;51;0
WireConnection;104;34;244;0
@@ -3731,20 +3754,33 @@ WireConnection;104;31;161;0
WireConnection;104;33;163;0
WireConnection;104;29;162;0
WireConnection;104;1;56;0
+WireConnection;164;0;79;0
+WireConnection;485;1;145;0
+WireConnection;485;0;488;0
+WireConnection;383;0;382;0
+WireConnection;383;1;381;0
WireConnection;57;1;56;0
WireConnection;57;0;104;0
-WireConnection;164;0;79;0
+WireConnection;167;0;81;0
+WireConnection;371;1;485;0
+WireConnection;371;0;383;0
+WireConnection;470;21;463;0
+WireConnection;470;17;452;0
+WireConnection;470;1;371;0
+WireConnection;470;2;442;0
WireConnection;473;40;247;0
WireConnection;473;41;246;0
WireConnection;473;3;57;0
WireConnection;473;37;171;0
-WireConnection;167;0;81;0
WireConnection;78;1;473;0
WireConnection;78;2;166;0
+WireConnection;427;1;371;0
+WireConnection;427;0;470;0
WireConnection;77;1;473;0
WireConnection;77;0;78;0
WireConnection;76;1;77;0
WireConnection;76;2;168;0
+WireConnection;146;0;427;0
WireConnection;75;1;77;0
WireConnection;75;0;76;0
WireConnection;248;18;249;0
@@ -3760,12 +3796,12 @@ WireConnection;199;82;200;0
WireConnection;199;1;476;0
WireConnection;353;1;344;0
WireConnection;353;2;502;0
+WireConnection;504;1;194;0
+WireConnection;504;2;503;0
WireConnection;198;1;200;0
WireConnection;198;0;199;0
WireConnection;342;1;353;0
WireConnection;342;0;344;0
-WireConnection;504;1;194;0
-WireConnection;504;2;503;0
WireConnection;125;0;504;0
WireConnection;125;1;342;0
WireConnection;125;2;124;0
@@ -3787,4 +3823,4 @@ WireConnection;142;4;121;0
WireConnection;489;0;340;0
WireConnection;489;1;142;0
ASEEND*/
-//CHKSM=0DB72BE95841A94D1AE9A30728362A8E4C6AF3F2
+//CHKSM=21B648BAB721567E95CBD6BE73AC0C8775233093
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta
index 23ccb3de..a0918db9 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader.meta
@@ -10,15 +10,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -26,3 +31,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader
index 836ad273..a8dcc0bc 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader
@@ -1,4 +1,4 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/Additive SSU"
{
@@ -8,509 +8,510 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
@@ -530,7 +531,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
Pass
{
CGPROGRAM
- #define ASE_VERSION 19801
+ #define ASE_VERSION 19905
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
@@ -542,9 +543,13 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
@@ -1798,7 +1803,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2005,7 +2010,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2163,9 +2168,15 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11674 = appendResult2_g11674;
+ #else
+ float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0));
+ float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 );
#else
float2 staticSwitch59 = staticSwitch82;
@@ -2189,7 +2200,13 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float linValue16_g11730 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11720 + ( _UVDistortSpeed * temp_output_25_0_g11720 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11730 = MyCustomExpression16_g11730( linValue16_g11730 );
float2 lerpResult21_g11727 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11730);
- float2 appendResult2_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11729 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11729 = appendResult2_g11729;
+ #else
+ float2 staticSwitch9_g11729 = ( float2( 100,100 ) / appendResult10_g11729 );
+ #endif
float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11728 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
@@ -2197,7 +2214,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
#else
float staticSwitch29_g11727 = _UVDistortFade;
#endif
- float2 staticSwitch5_g11720 = ( temp_output_1_0_g11720 + ( lerpResult21_g11727 * ( 100.0 / appendResult2_g11729 ) * staticSwitch29_g11727 ) );
+ float2 staticSwitch5_g11720 = ( temp_output_1_0_g11720 + ( lerpResult21_g11727 * staticSwitch9_g11729 * staticSwitch29_g11727 ) );
#else
float2 staticSwitch5_g11720 = temp_output_1_0_g11720;
#endif
@@ -2307,7 +2324,7 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float2 break10_g11732 = float2( 1,1 );
float2 break9_g11732 = spriteRectMin376;
float2 break8_g11732 = spriteRectMax377;
- float2 appendResult15_g11732 = (float2((break9_g11732.x + (break14_g11732.x - break11_g11732.x) * (break8_g11732.x - break9_g11732.x) / (break10_g11732.x - break11_g11732.x)) , (break9_g11732.y + (break14_g11732.y - break11_g11732.y) * (break8_g11732.y - break9_g11732.y) / (break10_g11732.y - break11_g11732.y))));
+ float2 appendResult15_g11732 = (float2( (break9_g11732.x + ( break14_g11732.x - break11_g11732.x ) * ( break8_g11732.x - break9_g11732.x ) / ( break10_g11732.x - break11_g11732.x ) ) , (break9_g11732.y + ( break14_g11732.y - break11_g11732.y ) * ( break8_g11732.y - break9_g11732.y ) / ( break10_g11732.y - break11_g11732.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11732 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
@@ -2678,8 +2695,14 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float2 staticSwitch169_g11772 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11772 = ( staticSwitch169_g11772 + temp_output_7_0_g11772 );
- float2 appendResult2_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11772 = ( 100.0 / appendResult2_g11773 );
+ float2 appendResult10_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11773 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11773 = appendResult2_g11773;
+ #else
+ float2 staticSwitch9_g11773 = ( float2( 100,100 ) / appendResult10_g11773 );
+ #endif
+ float2 temp_output_25_0_g11772 = staticSwitch9_g11773;
float temp_output_178_0_g11772 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11772 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) ) );
float3 lerpResult176_g11772 = lerp( (temp_output_15_0_g11772).rgb , staticSwitch187_g11772 , temp_output_178_0_g11772);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
@@ -2718,8 +2741,14 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
float2 staticSwitch157_g11800 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11800 = ( staticSwitch157_g11800 + temp_output_7_0_g11800 );
- float2 appendResult2_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11800 = ( 100.0 / appendResult2_g11802 );
+ float2 appendResult10_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11802 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11802 = appendResult2_g11802;
+ #else
+ float2 staticSwitch9_g11802 = ( float2( 100,100 ) / appendResult10_g11802 );
+ #endif
+ float2 temp_output_25_0_g11800 = staticSwitch9_g11802;
float lerpResult168_g11800 = lerp( temp_output_15_0_g11800.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11800 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11800 = ( temp_output_182_0_g11800 * lerpResult168_g11800 );
@@ -3230,8 +3259,14 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
#ifdef _ENABLESHADOW_ON
float4 break4_g11895 = temp_output_2_0_g11893;
float3 appendResult5_g11895 = (float3(break4_g11895.r , break4_g11895.g , break4_g11895.b));
- float2 appendResult2_g11894 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11893 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11894 ) * _ShadowOffset ) ) ).a )));
+ float2 appendResult10_g11894 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11894 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11894 = appendResult2_g11894;
+ #else
+ float2 staticSwitch9_g11894 = ( float2( 100,100 ) / appendResult10_g11894 );
+ #endif
+ float4 appendResult85_g11893 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11894 * _ShadowOffset ) ) ).a )));
float4 break6_g11895 = appendResult85_g11893;
float3 appendResult7_g11895 = (float3(break6_g11895.r , break6_g11895.g , break6_g11895.b));
float temp_output_11_0_g11895 = ( ( 1.0 - break4_g11895.a ) * break6_g11895.a );
@@ -3296,246 +3331,238 @@ Shader "Sprite Shaders Ultimate/Additive SSU"
Fallback Off
}
/*ASEBEGIN
-Version=19801
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+Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;187;489.4036,-2756.916;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
+Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;6010.595,-19.64009;Inherit;False;BakingHandler;6;;11904;f63dfe0dc7c747c43b593d357b168fa0;0;1;7;COLOR;0,0,0,0;False;1;COLOR;0
+Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;5362.269,308.0164;Inherit;False;Property;_UberFading;Uber Fading;15;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0
+Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;6391.947,126.1744;Float;False;True;-1;2;SpriteShadersUltimate.SSUShaderGUI;0;10;Sprite Shaders Ultimate/Additive SSU;0f8ba0101102bb14ebf021ddadce9b49;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;True;True;8;5;False;;1;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
WireConnection;483;1;363;0
WireConnection;483;12;411;0
WireConnection;482;1;483;0
WireConnection;482;12;411;0
WireConnection;460;0;482;0
-WireConnection;438;0;157;0
WireConnection;469;1;460;0
WireConnection;469;2;411;0
-WireConnection;432;0;438;0
-WireConnection;434;0;435;0
-WireConnection;434;1;432;0
WireConnection;374;0;373;1
WireConnection;374;1;373;2
-WireConnection;449;1;460;0
-WireConnection;449;0;469;0
WireConnection;375;0;373;3
WireConnection;375;1;373;4
+WireConnection;105;0;30;0
+WireConnection;449;1;460;0
+WireConnection;449;0;469;0
WireConnection;377;0;375;0
-WireConnection;433;0;434;0
-WireConnection;450;0;449;0
WireConnection;376;0;374;0
+WireConnection;157;0;105;0
+WireConnection;450;0;449;0
WireConnection;370;13;450;0
WireConnection;370;5;376;0
WireConnection;370;6;377;0
-WireConnection;436;0;433;0
-WireConnection;436;1;432;0
+WireConnection;438;0;157;0
WireConnection;366;1;450;0
WireConnection;366;0;370;0
-WireConnection;237;0;341;0
-WireConnection;437;1;435;0
-WireConnection;437;0;436;0
WireConnection;99;0;101;0
+WireConnection;432;0;438;0
WireConnection;475;0;366;0
-WireConnection;439;61;437;0
-WireConnection;439;3;441;0
+WireConnection;159;0;99;0
+WireConnection;434;0;435;0
+WireConnection;434;1;432;0
WireConnection;365;9;477;0
WireConnection;365;3;475;0
-WireConnection;159;0;99;0
-WireConnection;235;0;439;0
+WireConnection;433;0;434;0
WireConnection;84;0;365;0
WireConnection;79;195;253;0
WireConnection;79;160;84;0
WireConnection;79;194;184;0
+WireConnection;436;0;433;0
+WireConnection;436;1;432;0
WireConnection;83;1;84;0
WireConnection;83;0;79;174
WireConnection;81;182;254;0
WireConnection;81;160;83;0
WireConnection;81;181;188;0
-WireConnection;82;1;83;0
-WireConnection;82;0;81;174
-WireConnection;38;0;82;0
WireConnection;102;19;244;0
WireConnection;102;18;243;0
WireConnection;102;16;160;0
+WireConnection;471;1;147;0
+WireConnection;471;2;189;0
+WireConnection;356;1;471;0
+WireConnection;356;2;358;0
+WireConnection;437;1;435;0
+WireConnection;437;0;436;0
+WireConnection;82;1;83;0
+WireConnection;82;0;81;174
WireConnection;182;0;53;0
-WireConnection;52;77;255;0
-WireConnection;52;55;182;0
-WireConnection;52;76;173;0
-WireConnection;52;37;38;0
-WireConnection;52;39;174;0
WireConnection;154;0;102;0
WireConnection;152;0;102;15
WireConnection;292;1;122;0
WireConnection;292;2;204;0
-WireConnection;59;1;38;0
-WireConnection;59;0;52;0
WireConnection;231;27;261;0
WireConnection;231;22;122;0
WireConnection;231;18;228;0
@@ -3548,19 +3575,42 @@ WireConnection;223;1;122;0
WireConnection;223;16;219;0
WireConnection;223;18;208;0
WireConnection;223;20;210;0
-WireConnection;103;23;256;0
-WireConnection;103;13;155;0
-WireConnection;103;22;175;0
-WireConnection;103;3;153;0
-WireConnection;103;1;59;0
+WireConnection;354;1;471;0
+WireConnection;354;0;356;0
+WireConnection;439;61;437;0
+WireConnection;439;3;441;0
+WireConnection;38;0;82;0
+WireConnection;52;77;255;0
+WireConnection;52;55;182;0
+WireConnection;52;76;173;0
+WireConnection;52;37;38;0
+WireConnection;52;39;174;0
WireConnection;139;1;122;0
WireConnection;139;0;122;0
WireConnection;139;2;292;0
WireConnection;139;3;223;0
WireConnection;139;4;231;0
+WireConnection;191;0;354;0
+WireConnection;237;0;341;0
+WireConnection;235;0;439;0
+WireConnection;59;1;38;0
+WireConnection;59;0;52;0
+WireConnection;103;23;256;0
+WireConnection;103;13;155;0
+WireConnection;103;22;175;0
+WireConnection;103;3;153;0
+WireConnection;103;1;59;0
+WireConnection;123;0;139;0
+WireConnection;343;1;191;0
+WireConnection;343;6;179;0
+WireConnection;343;7;149;0
WireConnection;62;1;59;0
WireConnection;62;0;103;0
-WireConnection;123;0;139;0
+WireConnection;486;0;145;0
+WireConnection;239;10;240;0
+WireConnection;239;8;180;0
+WireConnection;239;7;148;0
+WireConnection;239;1;343;0
WireConnection;484;25;259;0
WireConnection;484;26;258;0
WireConnection;484;1;62;0
@@ -3569,46 +3619,10 @@ WireConnection;484;3;177;0
WireConnection;130;0;131;0
WireConnection;130;1;484;0
WireConnection;130;2;129;0
-WireConnection;145;1;484;0
-WireConnection;145;0;130;0
-WireConnection;145;2;130;0
-WireConnection;145;3;130;0
-WireConnection;145;4;130;0
-WireConnection;486;0;145;0
WireConnection;487;0;486;0
-WireConnection;488;0;487;0
-WireConnection;485;1;145;0
-WireConnection;485;0;488;0
WireConnection;378;13;485;0
WireConnection;378;2;380;0
WireConnection;378;3;381;0
-WireConnection;382;0;378;0
-WireConnection;382;1;380;0
-WireConnection;383;0;382;0
-WireConnection;383;1;381;0
-WireConnection;371;1;485;0
-WireConnection;371;0;383;0
-WireConnection;470;21;463;0
-WireConnection;470;17;452;0
-WireConnection;470;1;371;0
-WireConnection;470;2;442;0
-WireConnection;427;1;371;0
-WireConnection;427;0;470;0
-WireConnection;146;0;427;0
-WireConnection;471;1;147;0
-WireConnection;471;2;189;0
-WireConnection;356;1;471;0
-WireConnection;356;2;358;0
-WireConnection;354;1;471;0
-WireConnection;354;0;356;0
-WireConnection;191;0;354;0
-WireConnection;343;1;191;0
-WireConnection;343;6;179;0
-WireConnection;343;7;149;0
-WireConnection;239;10;240;0
-WireConnection;239;8;180;0
-WireConnection;239;7;148;0
-WireConnection;239;1;343;0
WireConnection;361;39;240;0
WireConnection;361;40;242;0
WireConnection;361;1;148;0
@@ -3618,6 +3632,14 @@ WireConnection;361;5;181;0
WireConnection;51;42;240;0
WireConnection;51;40;183;0
WireConnection;51;1;361;0
+WireConnection;145;1;484;0
+WireConnection;145;0;130;0
+WireConnection;145;2;130;0
+WireConnection;145;3;130;0
+WireConnection;145;4;130;0
+WireConnection;488;0;487;0
+WireConnection;382;0;378;0
+WireConnection;382;1;380;0
WireConnection;56;1;361;0
WireConnection;56;0;51;0
WireConnection;104;34;244;0
@@ -3626,19 +3648,32 @@ WireConnection;104;33;163;0
WireConnection;104;29;162;0
WireConnection;104;1;56;0
WireConnection;164;0;79;0
+WireConnection;485;1;145;0
+WireConnection;485;0;488;0
+WireConnection;383;0;382;0
+WireConnection;383;1;381;0
WireConnection;57;1;56;0
WireConnection;57;0;104;0
+WireConnection;167;0;81;0
+WireConnection;371;1;485;0
+WireConnection;371;0;383;0
+WireConnection;470;21;463;0
+WireConnection;470;17;452;0
+WireConnection;470;1;371;0
+WireConnection;470;2;442;0
WireConnection;473;40;247;0
WireConnection;473;41;246;0
WireConnection;473;3;57;0
WireConnection;473;37;171;0
-WireConnection;167;0;81;0
WireConnection;78;1;473;0
WireConnection;78;2;166;0
+WireConnection;427;1;371;0
+WireConnection;427;0;470;0
WireConnection;77;1;473;0
WireConnection;77;0;78;0
WireConnection;76;1;77;0
WireConnection;76;2;168;0
+WireConnection;146;0;427;0
WireConnection;75;1;77;0
WireConnection;75;0;76;0
WireConnection;248;18;249;0
@@ -3680,4 +3715,4 @@ WireConnection;142;4;121;0
WireConnection;14;0;340;0
WireConnection;14;1;142;0
ASEEND*/
-//CHKSM=283BF823D09CF73D79C482F21EFEF0B3F701B397
+//CHKSM=06FBA776B40976878AA9B8B3CB7FA33E09F1B597
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta
index 7db0554f..cd4bc731 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader.meta
@@ -11,15 +11,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -27,3 +32,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader
index e34c59b2..60fbf8ac 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader
@@ -1,4 +1,4 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/GUI SSU"
{
@@ -14,517 +14,519 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
+ _CullMode ("Cull Mode", Float) = 0
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
- [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0
- [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0
- _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45
- _TMPSmoothness("TMP: Smoothness", Float) = 5
- [HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 0
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
+ [Toggle( _ISTEXT_ON )] _IsText( "Is Text", Float ) = 0
+ [Toggle( _ISTEXTMESHPRO_ON )] _IsTextMeshPro( "Is Text Mesh Pro", Float ) = 0
+ _TMPThickness( "TMP: Thickness", Range( -0.99, 0 ) ) = -0.45
+ _TMPSmoothness( "TMP: Smoothness", Float ) = 5
+ [HideInInspector] _UIVertexColorAlwaysGammaSpace( "UIVertexColorAlwaysGammaSpace", Int ) = 0
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
@@ -556,8 +558,8 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
Pass
{
Name "Default"
- CGPROGRAM
- #define ASE_VERSION 19801
+ CGPROGRAM
+ #define ASE_VERSION 19905
#pragma vertex vert
#pragma fragment frag
@@ -570,9 +572,13 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
@@ -1852,7 +1858,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2057,7 +2063,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2215,9 +2221,15 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g12895 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g12895 = MyCustomExpression16_g12895( linValue16_g12895 );
- float2 appendResult2_g12893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g12893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g12893 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g12893 = appendResult2_g12893;
+ #else
+ float2 staticSwitch9_g12893 = ( float2( 100,100 ) / appendResult10_g12893 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g12892 = (float2(( ( ( clampResult75_g12892 * ( localMyCustomExpression16_g12895 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g12893 ).x ) * hologramFade182 ) , 0.0));
+ float2 appendResult44_g12892 = (float2(( ( ( clampResult75_g12892 * ( localMyCustomExpression16_g12895 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g12893.x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g12892 );
#else
float2 staticSwitch59 = staticSwitch82;
@@ -2241,7 +2253,13 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float linValue16_g12913 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g12903 + ( _UVDistortSpeed * temp_output_25_0_g12903 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g12913 = MyCustomExpression16_g12913( linValue16_g12913 );
float2 lerpResult21_g12910 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g12913);
- float2 appendResult2_g12912 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g12912 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g12912 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g12912 = appendResult2_g12912;
+ #else
+ float2 staticSwitch9_g12912 = ( float2( 100,100 ) / appendResult10_g12912 );
+ #endif
float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g12911 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
@@ -2249,7 +2267,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
#else
float staticSwitch29_g12910 = _UVDistortFade;
#endif
- float2 staticSwitch5_g12903 = ( temp_output_1_0_g12903 + ( lerpResult21_g12910 * ( 100.0 / appendResult2_g12912 ) * staticSwitch29_g12910 ) );
+ float2 staticSwitch5_g12903 = ( temp_output_1_0_g12903 + ( lerpResult21_g12910 * staticSwitch9_g12912 * staticSwitch29_g12910 ) );
#else
float2 staticSwitch5_g12903 = temp_output_1_0_g12903;
#endif
@@ -2359,7 +2377,7 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float2 break10_g12915 = float2( 1,1 );
float2 break9_g12915 = spriteRectMin376;
float2 break8_g12915 = spriteRectMax377;
- float2 appendResult15_g12915 = (float2((break9_g12915.x + (break14_g12915.x - break11_g12915.x) * (break8_g12915.x - break9_g12915.x) / (break10_g12915.x - break11_g12915.x)) , (break9_g12915.y + (break14_g12915.y - break11_g12915.y) * (break8_g12915.y - break9_g12915.y) / (break10_g12915.y - break11_g12915.y))));
+ float2 appendResult15_g12915 = (float2( (break9_g12915.x + ( break14_g12915.x - break11_g12915.x ) * ( break8_g12915.x - break9_g12915.x ) / ( break10_g12915.x - break11_g12915.x ) ) , (break9_g12915.y + ( break14_g12915.y - break11_g12915.y ) * ( break8_g12915.y - break9_g12915.y ) / ( break10_g12915.y - break11_g12915.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g12915 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
@@ -2749,8 +2767,14 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float2 staticSwitch169_g13113 = float2( 0,0 );
#endif
float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 );
- float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 );
+ float2 appendResult10_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g13114 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g13114 = appendResult2_g13114;
+ #else
+ float2 staticSwitch9_g13114 = ( float2( 100,100 ) / appendResult10_g13114 );
+ #endif
+ float2 temp_output_25_0_g13113 = staticSwitch9_g13114;
float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) );
float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
@@ -2789,8 +2813,14 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
float2 staticSwitch157_g13141 = float2( 0,0 );
#endif
float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 );
- float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 );
+ float2 appendResult10_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g13143 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g13143 = appendResult2_g13143;
+ #else
+ float2 staticSwitch9_g13143 = ( float2( 100,100 ) / appendResult10_g13143 );
+ #endif
+ float2 temp_output_25_0_g13141 = staticSwitch9_g13143;
float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 );
@@ -3301,8 +3331,14 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
#ifdef _ENABLESHADOW_ON
float4 break4_g13236 = temp_output_2_0_g13234;
float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b));
- float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a )));
+ float2 appendResult10_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g13235 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g13235 = appendResult2_g13235;
+ #else
+ float2 staticSwitch9_g13235 = ( float2( 100,100 ) / appendResult10_g13235 );
+ #endif
+ float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g13235 * _ShadowOffset ) ) ).a )));
float4 break6_g13236 = appendResult85_g13234;
float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b));
float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * break6_g13236.a );
@@ -3381,256 +3417,249 @@ Shader "Sprite Shaders Ultimate/GUI SSU"
Fallback Off
}
/*ASEBEGIN
-Version=19801
-Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
-Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.RegisterLocalVarNode;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.GetLocalVarNode;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0
-Node;AmplifyShaderEditor.TextureCoordinatesNode;363;-3105.9,-3835.053;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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WireConnection;231;26;230;0
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WireConnection;484;26;258;0
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WireConnection;130;1;484;0
WireConnection;130;2;129;0
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WireConnection;508;43;502;2
WireConnection;508;44;501;0
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WireConnection;104;33;163;0
WireConnection;104;29;162;0
WireConnection;104;1;56;0
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WireConnection;199;1;476;0
WireConnection;353;1;344;0
WireConnection;353;2;515;0
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WireConnection;125;2;124;0
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WireConnection;489;0;340;0
WireConnection;489;1;142;0
ASEEND*/
-//CHKSM=60A092F9518D41FAAE9D7ED6EAE5DEE12DACD2A4
+//CHKSM=63D3A94177976A01DBD4C633273F1070E673EC76
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta
index 27c03093..fe443eeb 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader.meta
@@ -10,15 +10,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -26,3 +31,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/GUI SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader
index d8aaf455..e1942427 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader
@@ -1,4 +1,4 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/Multiplicative SSU"
{
@@ -8,509 +8,510 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
@@ -530,7 +531,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
Pass
{
CGPROGRAM
- #define ASE_VERSION 19801
+ #define ASE_VERSION 19905
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
@@ -542,9 +543,13 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
@@ -1798,7 +1803,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float2 break10_g11662 = spriteRectMax377;
float2 break9_g11662 = float2( 0,0 );
float2 break8_g11662 = float2( 1,1 );
- float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y))));
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
float2 staticSwitch366 = appendResult15_g11662;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2005,7 +2010,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float2 break10_g11662 = spriteRectMax377;
float2 break9_g11662 = float2( 0,0 );
float2 break8_g11662 = float2( 1,1 );
- float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y))));
+ float2 appendResult15_g11662 = (float2( (break9_g11662.x + ( break14_g11662.x - break11_g11662.x ) * ( break8_g11662.x - break9_g11662.x ) / ( break10_g11662.x - break11_g11662.x ) ) , (break9_g11662.y + ( break14_g11662.y - break11_g11662.y ) * ( break8_g11662.y - break9_g11662.y ) / ( break10_g11662.y - break11_g11662.y ) )));
float2 staticSwitch366 = appendResult15_g11662;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2163,9 +2168,15 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11678 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678( linValue16_g11678 );
- float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11676 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11676 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11676 = appendResult2_g11676;
+ #else
+ float2 staticSwitch9_g11676 = ( float2( 100,100 ) / appendResult10_g11676 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676 ).x ) * hologramFade182 ) , 0.0));
+ float2 appendResult44_g11675 = (float2(( ( ( clampResult75_g11675 * ( localMyCustomExpression16_g11678 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11676.x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11675 );
#else
float2 staticSwitch59 = staticSwitch82;
@@ -2189,7 +2200,13 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float linValue16_g11731 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11721 + ( _UVDistortSpeed * temp_output_25_0_g11721 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11731 = MyCustomExpression16_g11731( linValue16_g11731 );
float2 lerpResult21_g11728 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11731);
- float2 appendResult2_g11730 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11730 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11730 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11730 = appendResult2_g11730;
+ #else
+ float2 staticSwitch9_g11730 = ( float2( 100,100 ) / appendResult10_g11730 );
+ #endif
float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11729 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
@@ -2197,7 +2214,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
#else
float staticSwitch29_g11728 = _UVDistortFade;
#endif
- float2 staticSwitch5_g11721 = ( temp_output_1_0_g11721 + ( lerpResult21_g11728 * ( 100.0 / appendResult2_g11730 ) * staticSwitch29_g11728 ) );
+ float2 staticSwitch5_g11721 = ( temp_output_1_0_g11721 + ( lerpResult21_g11728 * staticSwitch9_g11730 * staticSwitch29_g11728 ) );
#else
float2 staticSwitch5_g11721 = temp_output_1_0_g11721;
#endif
@@ -2307,7 +2324,7 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float2 break10_g11733 = float2( 1,1 );
float2 break9_g11733 = spriteRectMin376;
float2 break8_g11733 = spriteRectMax377;
- float2 appendResult15_g11733 = (float2((break9_g11733.x + (break14_g11733.x - break11_g11733.x) * (break8_g11733.x - break9_g11733.x) / (break10_g11733.x - break11_g11733.x)) , (break9_g11733.y + (break14_g11733.y - break11_g11733.y) * (break8_g11733.y - break9_g11733.y) / (break10_g11733.y - break11_g11733.y))));
+ float2 appendResult15_g11733 = (float2( (break9_g11733.x + ( break14_g11733.x - break11_g11733.x ) * ( break8_g11733.x - break9_g11733.x ) / ( break10_g11733.x - break11_g11733.x ) ) , (break9_g11733.y + ( break14_g11733.y - break11_g11733.y ) * ( break8_g11733.y - break9_g11733.y ) / ( break10_g11733.y - break11_g11733.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11733 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
@@ -2678,8 +2695,14 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float2 staticSwitch169_g11773 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11773 = ( staticSwitch169_g11773 + temp_output_7_0_g11773 );
- float2 appendResult2_g11774 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11773 = ( 100.0 / appendResult2_g11774 );
+ float2 appendResult10_g11774 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11774 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11774 = appendResult2_g11774;
+ #else
+ float2 staticSwitch9_g11774 = ( float2( 100,100 ) / appendResult10_g11774 );
+ #endif
+ float2 temp_output_25_0_g11773 = staticSwitch9_g11774;
float temp_output_178_0_g11773 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11773 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11773 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11773 ) ) ).a ) ) );
float3 lerpResult176_g11773 = lerp( (temp_output_15_0_g11773).rgb , staticSwitch187_g11773 , temp_output_178_0_g11773);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
@@ -2718,8 +2741,14 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
float2 staticSwitch157_g11801 = float2( 0,0 );
#endif
float2 temp_output_131_0_g11801 = ( staticSwitch157_g11801 + temp_output_7_0_g11801 );
- float2 appendResult2_g11803 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g11801 = ( 100.0 / appendResult2_g11803 );
+ float2 appendResult10_g11803 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11803 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11803 = appendResult2_g11803;
+ #else
+ float2 staticSwitch9_g11803 = ( float2( 100,100 ) / appendResult10_g11803 );
+ #endif
+ float2 temp_output_25_0_g11801 = staticSwitch9_g11803;
float lerpResult168_g11801 = lerp( temp_output_15_0_g11801.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11801 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11801 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11801 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g11801 = ( temp_output_182_0_g11801 * lerpResult168_g11801 );
@@ -3230,8 +3259,14 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
#ifdef _ENABLESHADOW_ON
float4 break4_g11896 = temp_output_2_0_g11894;
float3 appendResult5_g11896 = (float3(break4_g11896.r , break4_g11896.g , break4_g11896.b));
- float2 appendResult2_g11895 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g11894 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11895 ) * _ShadowOffset ) ) ).a )));
+ float2 appendResult10_g11895 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11895 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11895 = appendResult2_g11895;
+ #else
+ float2 staticSwitch9_g11895 = ( float2( 100,100 ) / appendResult10_g11895 );
+ #endif
+ float4 appendResult85_g11894 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11895 * _ShadowOffset ) ) ).a )));
float4 break6_g11896 = appendResult85_g11894;
float3 appendResult7_g11896 = (float3(break6_g11896.r , break6_g11896.g , break6_g11896.b));
float temp_output_11_0_g11896 = ( ( 1.0 - break4_g11896.a ) * break6_g11896.a );
@@ -3299,247 +3334,241 @@ Shader "Sprite Shaders Ultimate/Multiplicative SSU"
Fallback Off
}
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WireConnection;84;0;365;0
WireConnection;79;195;253;0
WireConnection;79;160;84;0
WireConnection;79;194;184;0
+WireConnection;436;0;433;0
+WireConnection;436;1;432;0
WireConnection;83;1;84;0
WireConnection;83;0;79;174
WireConnection;81;182;254;0
WireConnection;81;160;83;0
WireConnection;81;181;188;0
-WireConnection;82;1;83;0
-WireConnection;82;0;81;174
-WireConnection;182;0;53;0
-WireConnection;38;0;82;0
WireConnection;102;19;244;0
WireConnection;102;18;243;0
WireConnection;102;16;160;0
+WireConnection;471;1;147;0
+WireConnection;471;2;189;0
+WireConnection;356;1;471;0
+WireConnection;356;2;358;0
+WireConnection;437;1;435;0
+WireConnection;437;0;436;0
+WireConnection;82;1;83;0
+WireConnection;82;0;81;174
+WireConnection;182;0;53;0
WireConnection;154;0;102;0
WireConnection;152;0;102;15
-WireConnection;52;77;255;0
-WireConnection;52;55;182;0
-WireConnection;52;76;173;0
-WireConnection;52;37;38;0
-WireConnection;52;39;174;0
WireConnection;231;27;261;0
WireConnection;231;22;122;0
WireConnection;231;18;228;0
@@ -3552,23 +3581,44 @@ WireConnection;223;1;122;0
WireConnection;223;16;219;0
WireConnection;223;18;208;0
WireConnection;223;20;210;0
-WireConnection;59;1;38;0
-WireConnection;59;0;52;0
WireConnection;292;1;122;0
WireConnection;292;2;204;0
-WireConnection;103;23;256;0
-WireConnection;103;13;155;0
-WireConnection;103;22;175;0
-WireConnection;103;3;153;0
-WireConnection;103;1;59;0
+WireConnection;354;1;471;0
+WireConnection;354;0;356;0
+WireConnection;439;61;437;0
+WireConnection;439;3;441;0
+WireConnection;38;0;82;0
+WireConnection;52;77;255;0
+WireConnection;52;55;182;0
+WireConnection;52;76;173;0
+WireConnection;52;37;38;0
+WireConnection;52;39;174;0
WireConnection;139;1;122;0
WireConnection;139;0;122;0
WireConnection;139;2;292;0
WireConnection;139;3;223;0
WireConnection;139;4;231;0
+WireConnection;191;0;354;0
+WireConnection;237;0;341;0
+WireConnection;235;0;439;0
+WireConnection;59;1;38;0
+WireConnection;59;0;52;0
+WireConnection;103;23;256;0
+WireConnection;103;13;155;0
+WireConnection;103;22;175;0
+WireConnection;103;3;153;0
+WireConnection;103;1;59;0
+WireConnection;123;0;139;0
+WireConnection;343;1;191;0
+WireConnection;343;6;179;0
+WireConnection;343;7;149;0
WireConnection;62;1;59;0
WireConnection;62;0;103;0
-WireConnection;123;0;139;0
+WireConnection;486;0;145;0
+WireConnection;239;10;240;0
+WireConnection;239;8;180;0
+WireConnection;239;7;148;0
+WireConnection;239;1;343;0
WireConnection;484;25;259;0
WireConnection;484;26;258;0
WireConnection;484;1;62;0
@@ -3577,46 +3627,10 @@ WireConnection;484;3;177;0
WireConnection;130;0;131;0
WireConnection;130;1;484;0
WireConnection;130;2;129;0
-WireConnection;145;1;484;0
-WireConnection;145;0;130;0
-WireConnection;145;2;130;0
-WireConnection;145;3;130;0
-WireConnection;145;4;130;0
-WireConnection;486;0;145;0
WireConnection;487;0;486;0
-WireConnection;488;0;487;0
-WireConnection;485;1;145;0
-WireConnection;485;0;488;0
WireConnection;378;13;485;0
WireConnection;378;2;380;0
WireConnection;378;3;381;0
-WireConnection;382;0;378;0
-WireConnection;382;1;380;0
-WireConnection;383;0;382;0
-WireConnection;383;1;381;0
-WireConnection;371;1;485;0
-WireConnection;371;0;383;0
-WireConnection;470;21;463;0
-WireConnection;470;17;452;0
-WireConnection;470;1;371;0
-WireConnection;470;2;442;0
-WireConnection;427;1;371;0
-WireConnection;427;0;470;0
-WireConnection;146;0;427;0
-WireConnection;471;1;147;0
-WireConnection;471;2;189;0
-WireConnection;356;1;471;0
-WireConnection;356;2;358;0
-WireConnection;354;1;471;0
-WireConnection;354;0;356;0
-WireConnection;191;0;354;0
-WireConnection;343;1;191;0
-WireConnection;343;6;179;0
-WireConnection;343;7;149;0
-WireConnection;239;10;240;0
-WireConnection;239;8;180;0
-WireConnection;239;7;148;0
-WireConnection;239;1;343;0
WireConnection;361;39;240;0
WireConnection;361;40;242;0
WireConnection;361;1;148;0
@@ -3626,6 +3640,14 @@ WireConnection;361;5;181;0
WireConnection;51;42;240;0
WireConnection;51;40;183;0
WireConnection;51;1;361;0
+WireConnection;145;1;484;0
+WireConnection;145;0;130;0
+WireConnection;145;2;130;0
+WireConnection;145;3;130;0
+WireConnection;145;4;130;0
+WireConnection;488;0;487;0
+WireConnection;382;0;378;0
+WireConnection;382;1;380;0
WireConnection;56;1;361;0
WireConnection;56;0;51;0
WireConnection;104;34;244;0
@@ -3634,19 +3656,32 @@ WireConnection;104;33;163;0
WireConnection;104;29;162;0
WireConnection;104;1;56;0
WireConnection;164;0;79;0
+WireConnection;485;1;145;0
+WireConnection;485;0;488;0
+WireConnection;383;0;382;0
+WireConnection;383;1;381;0
WireConnection;57;1;56;0
WireConnection;57;0;104;0
+WireConnection;167;0;81;0
+WireConnection;371;1;485;0
+WireConnection;371;0;383;0
+WireConnection;470;21;463;0
+WireConnection;470;17;452;0
+WireConnection;470;1;371;0
+WireConnection;470;2;442;0
WireConnection;473;40;247;0
WireConnection;473;41;246;0
WireConnection;473;3;57;0
WireConnection;473;37;171;0
-WireConnection;167;0;81;0
WireConnection;78;1;473;0
WireConnection;78;2;166;0
+WireConnection;427;1;371;0
+WireConnection;427;0;470;0
WireConnection;77;1;473;0
WireConnection;77;0;78;0
WireConnection;76;1;77;0
WireConnection;76;2;168;0
+WireConnection;146;0;427;0
WireConnection;75;1;77;0
WireConnection;75;0;76;0
WireConnection;193;0;343;12
@@ -3677,10 +3712,10 @@ WireConnection;199;1;476;0
WireConnection;491;0;340;0
WireConnection;198;1;200;0
WireConnection;198;0;199;0
-WireConnection;424;8;251;0
-WireConnection;424;2;198;0
WireConnection;492;0;491;3
WireConnection;493;0;340;0
+WireConnection;424;8;251;0
+WireConnection;424;2;198;0
WireConnection;121;1;424;0
WireConnection;121;2;141;0
WireConnection;490;0;493;0
@@ -3694,4 +3729,4 @@ WireConnection;494;0;490;0
WireConnection;14;0;494;0
WireConnection;14;1;142;0
ASEEND*/
-//CHKSM=44B04B003779452F94955574751B49F7AC4376DD
+//CHKSM=1B37CE236DE148E5CDAD74DFECEA2CE2AC552BFB
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta
index 1a7bb028..eb0bdb6e 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader.meta
@@ -11,15 +11,20 @@ ShaderImporter:
- _AddColorMask: {instanceID: 0}
- _RecolorRGBTexture: {instanceID: 0}
- _RecolorRGBYCPTexture: {instanceID: 0}
- - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
- - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845, type: 3}
+ - _InnerOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _OuterOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
+ - _PixelOutlineTintTexture: {fileID: 2800000, guid: 5af9a397a8643994c829e696a24a7845,
+ type: 3}
- _AddHueMask: {instanceID: 0}
- _SineGlowMask: {instanceID: 0}
- _MetalMask: {instanceID: 0}
- _ShineMask: {instanceID: 0}
- - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
- - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300, type: 3}
+ - _TextureLayer1Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
+ - _TextureLayer2Texture: {fileID: 2800000, guid: 9685c3a024e22a946a7e8c2ce3542300,
+ type: 3}
- _UVDistortMask: {instanceID: 0}
- _CustomFadeFadeMask: {instanceID: 0}
- _texcoord: {instanceID: 0}
@@ -27,3 +32,10 @@ ShaderImporter:
userData:
assetBundleName:
assetBundleVariant:
+AssetOrigin:
+ serializedVersion: 1
+ productId: 158988
+ packageName: Sprite Shaders Ultimate
+ packageVersion: 6.22
+ assetPath: Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Multiplicative SSU.shader
+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader
index bcf5aaad..e5ccb611 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader
+++ b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader
@@ -1,4 +1,4 @@
-// Made with Amplify Shader Editor v1.9.8.1
+// Made with Amplify Shader Editor v1.9.9.5
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/Standard SSU"
{
@@ -8,509 +8,510 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
- [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
- [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
- [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
- [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
- _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
- [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
- [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
- [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
- _PixelsPerUnit("Pixels Per Unit", Float) = 100
- _ScreenWidthUnits("Screen Width Units", Float) = 10
- _RectWidth("Rect Width", Float) = 100
- _RectHeight("Rect Height", Float) = 100
- [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
- _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
- _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
- _FadingWidth("Fading: Width", Float) = 0.3
- _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
- _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
- _FadingMask("Fading: Mask", 2D) = "white" {}
- [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
- [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
- _TimeValue("Time: Value", Float) = 0
- [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
- _TimeSpeed("Time: Speed", Float) = 1
- [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
- _TimeFPS("Time: FPS", Float) = 5
- [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
- _TimeFrequency("Time: Frequency", Float) = 2
- _TimeRange("Time: Range", Float) = 0.5
- _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
- [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
- _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
- [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
- [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
- _StrongTintContrast("Strong Tint: Contrast", Float) = 0
- [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
- _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
- [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
- _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
- [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
- [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
- _AddColorContrast("Add Color: Contrast", Float) = 0.5
- [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
- _AddColorMask("Add Color: Mask", 2D) = "white" {}
- [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
- _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
- _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
- [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
- _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
- _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
- _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
- [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
- _Brightness("Brightness", Float) = 1
- [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
- _Contrast("Contrast", Float) = 1
- [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
- _Saturation("Saturation", Float) = 1
- [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
- _Hue("Hue", Range( -1 , 1)) = 0
- [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
- _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
- _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
- [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
- _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
- [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
- [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
- [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
- _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
- [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
- _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
- _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
- [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
- _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
- _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
- _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
- _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
- _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
- _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
- [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
- _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
- _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
- _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
- [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
- _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
- _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
- _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
- [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
- _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
- _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
- [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
- _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
- _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
- [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
- [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
- _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
- _AddHueSpeed("Add Hue: Speed", Float) = 1
- _AddHueBrightness("Add Hue: Brightness", Float) = 2
- _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
- _AddHueContrast("Add Hue: Contrast", Float) = 0.5
- [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
- _AddHueMask("Add Hue: Mask", 2D) = "white" {}
- [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
- _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
- [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
- _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
- _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
- [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
- _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
- [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
- _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
- [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
- _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
- _InkSpreadDistance("Ink Spread: Distance", Float) = 3
- _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
- _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
- _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
- _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
- [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
- _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
- [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
- _BlackTintPower("Black Tint: Power", Float) = 4
- [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
- _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
- [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
- _SineGlowContrast("Sine Glow: Contrast", Float) = 1
- _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
- _SineGlowMin("Sine Glow: Min", Float) = 0
- _SineGlowMax("Sine Glow: Max", Float) = 1
- [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
- _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
- [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
- _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
- [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
- [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
- _SplitToningContrast("Split Toning: Contrast", Float) = 1
- _SplitToningBalance("Split Toning: Balance", Float) = 1
- _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
- [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
- _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
- _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
- [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
- _ColorReplaceRange("Color Replace: Range", Float) = 0.05
- _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
- _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
- [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
- _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
- [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
- _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
- [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
- _HologramContrast("Hologram: Contrast", Float) = 1
- _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
- _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
- _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
- _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
- _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
- _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
- _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
- _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
- [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
- _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
- _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
- _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
- _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
- _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
- _GlitchBrightness("Glitch: Brightness", Float) = 4
- _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
- _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
- _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
- _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
- _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
- [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
- _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
- [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
- _FrozenContrast("Frozen: Contrast", Float) = 2
- [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
- _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
- _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
- _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
- [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
- _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
- _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
- _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
- _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
- _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
- _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
- _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
- _RainbowBrightness("Rainbow: Brightness", Float) = 2
- _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
- _RainbowContrast("Rainbow: Contrast", Float) = 1
- _RainbowSpeed("Rainbow: Speed", Float) = 1
- _RainbowDensity("Rainbow: Density", Float) = 0.5
- _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
- _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
- _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
- [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
- _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
- _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
- _CamouflageContrast("Camouflage: Contrast", Float) = 1
- _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
- _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
- _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
- _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
- _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
- _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
- [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
- _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
- _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
- _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
- [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
- _MetalContrast("Metal: Contrast", Float) = 2
- [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
- _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
- _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
- _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
- _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
- _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
- _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
- _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
- [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
- [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
- [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
- _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
- [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
- _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
- _ShineContrast("Shine: Contrast", Float) = 2
- _ShineWidth("Shine: Width", Float) = 0.1
- _ShineSpeed("Shine: Speed", Float) = 5
- _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
- _ShineSmooth("Shine: Smoothness", Float) = 1
- _ShineFrequency("Shine: Frequency", Float) = 0.3
- [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
- [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
- [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
- _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
- _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
- _BurnRadius("Burn: Radius", Float) = 5
- [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
- _BurnWidth("Burn: Width", Float) = 0.1
- _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
- _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
- [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
- _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
- [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
- _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
- _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
- _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
- _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
- _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
- [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
- _PoisonDensity("Poison: Density", Float) = 3
- _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
- _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
- _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
- _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
- _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
- [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
- _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
- _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
- _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
- _EnchantedBrightness("Enchanted: Brightness", Float) = 1
- _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
- _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
- [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
- _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
- _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
- _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
- [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
- [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
- [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
- [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
- _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
- _ShiftingSpeed("Shifting: Speed", Float) = 0.5
- _ShiftingDensity("Shifting: Density", Float) = 1.5
- _ShiftingBrightness("Shifting: Brightness", Float) = 1
- _ShiftingContrast("Shifting: Contrast", Float) = 0.5
- [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
- _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
- [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
- [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
- [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
- _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
- _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
- [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
- _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
- _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
- _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
- _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
- _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
- _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
- _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
- _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
- _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
- _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
- [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
- _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
- _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
- [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
- _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
- [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
- _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
- [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
- _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
- _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
- _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
- _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
- _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
- [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
- _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
- _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
- _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
- _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
- [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
- _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
- _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
- _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
- _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
- [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
- _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
- _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
- _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
- [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
- _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
- _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
- [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
- [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
- _HalftoneFade("Halftone: Fade", Float) = 1
- _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
- _HalftoneTiling("Halftone: Tiling", Float) = 4
- _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
- [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
- _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
- _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
- _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
- _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
- _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
- _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
- _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
- [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
- _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
- _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
- [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
- [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
- _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
- _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
- _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
- _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
- _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
- _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
- _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
- _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
- [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
- [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
- _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
- _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
- _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
- _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
- _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
- _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
- [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
- _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
- _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
- _SqueezePower("Squeeze: Power", Float) = 1
- _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
- _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
- _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
- _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
- _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
- _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
- [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
- [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
- [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
- _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
- [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
- _UVRotateSpeed("UV Rotate: Speed", Float) = 1
- _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
- _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
- _SineRotateAngle("Sine Rotate: Angle", Float) = 15
- _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
- _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
- _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
- _WiggleSpeed("Wiggle: Speed", Float) = 2
- _WiggleFrequency("Wiggle: Frequency", Float) = 2
- _WiggleOffset("Wiggle: Offset", Float) = 0.02
- [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
- [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
- _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
- _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
- [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
- _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
- _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
- _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
- [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
- _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
- _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
- [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
- _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
- _VibrateOffset("Vibrate: Offset", Float) = 0.04
- _VibrateFrequency("Vibrate: Frequency", Float) = 100
- _VibrateRotation("Vibrate: Rotation", Float) = 4
- [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
- _WindRotation("Wind: Rotation", Float) = 0
- _WindMaxRotation("Wind: Max Rotation", Float) = 2
- _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
- _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
- _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
- [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
- _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
- _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
- _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
- _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
- [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
- [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
- _WindXPosition("Wind: X Position", Float) = 0
- _WindFlip("Wind: Flip", Float) = 0
- [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
- _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
- _SquishStretch("Squish: Stretch", Float) = 0.1
- _SquishSquish("Squish: Squish", Float) = 0.1
- _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
- [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
- _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
- _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
- [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
- _FlameBrightness("Flame: Brightness", Float) = 10
- _FlameSmooth("Flame: Smooth", Float) = 2
- _FlameRadius("Flame: Radius", Float) = 0.2
- _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
- _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
- _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
- _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
- [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
- _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
- _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
- [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
- _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
- _SharpenFactor("Sharpen: Factor", Float) = 4
- _SharpenOffset("Sharpen: Offset", Float) = 2
- [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
- [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
- _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
- _SmokeSmoothness("Smoke: Smoothness", Float) = 1
- _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
- _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
- _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
- [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
- [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
- _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
- _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
- _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
- _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
- _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
- [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
- _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
- _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
- _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
- [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
- _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
- _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
- _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
+ [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0
+ [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0
+ [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0
+ [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0
+ _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 )
+ [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0
+ [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0
+ [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0
+ [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0
+ _PixelsPerUnit( "Pixels Per Unit", Float ) = 100
+ _ScreenWidthUnits( "Screen Width Units", Float ) = 10
+ _RectWidth( "Rect Width", Float ) = 100
+ _RectHeight( "Rect Height", Float ) = 100
+ [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0
+ _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1
+ _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 )
+ _FadingWidth( "Fading: Width", Float ) = 0.3
+ _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2
+ _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FadingMask( "Fading: Mask", 2D ) = "white" {}
+ [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0
+ [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0
+ _TimeValue( "Time: Value", Float ) = 0
+ [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0
+ _TimeSpeed( "Time: Speed", Float ) = 1
+ [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0
+ _TimeFPS( "Time: FPS", Float ) = 5
+ [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0
+ _TimeFrequency( "Time: Frequency", Float ) = 2
+ _TimeRange( "Time: Range", Float ) = 0.5
+ _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {}
+ [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0
+ _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 )
+ [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0
+ _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0
+ [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0
+ _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0
+ _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0
+ _AddColorContrast( "Add Color: Contrast", Float ) = 0.5
+ [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0
+ _AddColorMask( "Add Color: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0
+ _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 )
+ _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02
+ [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0
+ _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1
+ _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 )
+ _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 )
+ [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0
+ _Brightness( "Brightness", Float ) = 1
+ [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0
+ _Contrast( "Contrast", Float ) = 1
+ [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0
+ _Saturation( "Saturation", Float ) = 1
+ [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0
+ _Hue( "Hue", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0
+ _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0
+ _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0
+ _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 )
+ [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0
+ _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {}
+ [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0
+ _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 )
+ _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02
+ [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0
+ _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0
+ _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {}
+ _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0
+ _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04
+ [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0
+ _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 )
+ _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 )
+ _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 )
+ [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0
+ _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {}
+ _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0
+ _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 )
+ _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1
+ _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5
+ [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0
+ _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {}
+ _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 )
+ [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0
+ [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0
+ _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1
+ _AddHueSpeed( "Add Hue: Speed", Float ) = 1
+ _AddHueBrightness( "Add Hue: Brightness", Float ) = 2
+ _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1
+ _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5
+ [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0
+ _AddHueMask( "Add Hue: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0
+ _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 )
+ [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 )
+ _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3
+ _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1
+ [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0
+ _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5
+ [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0
+ _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 )
+ _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2
+ _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3
+ _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 )
+ _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2
+ _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5
+ [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0
+ _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 )
+ _BlackTintPower( "Black Tint: Power", Float ) = 4
+ [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0
+ _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 )
+ _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1
+ _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4
+ _SineGlowMin( "Sine Glow: Min", Float ) = 0
+ _SineGlowMax( "Sine Glow: Max", Float ) = 1
+ [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0
+ _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0
+ _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 )
+ [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 )
+ _SplitToningContrast( "Split Toning: Contrast", Float ) = 1
+ _SplitToningBalance( "Split Toning: Balance", Float ) = 1
+ _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0
+ [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0
+ _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1
+ _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 )
+ [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 )
+ _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05
+ _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1
+ _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1
+ [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0
+ _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0
+ _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 )
+ _HologramContrast( "Hologram: Contrast", Float ) = 1
+ _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500
+ _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3
+ _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01
+ _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2
+ _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5
+ _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2
+ _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5
+ _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10
+ [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0
+ _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1
+ _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4
+ _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 )
+ _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 )
+ _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1
+ _GlitchBrightness( "Glitch: Brightness", Float ) = 4
+ _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 )
+ _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 )
+ _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 )
+ _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0
+ _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 )
+ _FrozenContrast( "Frozen: Contrast", Float ) = 2
+ [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 )
+ _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1
+ _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25
+ _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 )
+ _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2
+ _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1
+ _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0
+ _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1
+ _RainbowBrightness( "Rainbow: Brightness", Float ) = 2
+ _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1
+ _RainbowContrast( "Rainbow: Contrast", Float ) = 1
+ _RainbowSpeed( "Rainbow: Speed", Float ) = 1
+ _RainbowDensity( "Rainbow: Density", Float ) = 0.5
+ _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 )
+ _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2
+ [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0
+ _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1
+ _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 )
+ _CamouflageContrast( "Camouflage: Contrast", Float ) = 1
+ _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 )
+ _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 )
+ _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4
+ _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2
+ _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 )
+ [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0
+ _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0
+ _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 )
+ _MetalContrast( "Metal: Contrast", Float ) = 2
+ [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 )
+ _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1
+ _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2
+ _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 )
+ _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 )
+ _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 )
+ _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0
+ _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 )
+ _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5
+ _ShineContrast( "Shine: Contrast", Float ) = 2
+ _ShineWidth( "Shine: Width", Float ) = 0.1
+ _ShineSpeed( "Shine: Speed", Float ) = 5
+ _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30
+ _ShineSmooth( "Shine: Smoothness", Float ) = 1
+ _ShineFrequency( "Shine: Frequency", Float ) = 0.3
+ [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0
+ _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1
+ _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 )
+ _BurnRadius( "Burn: Radius", Float ) = 5
+ [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 )
+ _BurnWidth( "Burn: Width", Float ) = 0.1
+ _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5
+ [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 )
+ _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2
+ [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 )
+ _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2
+ _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1
+ _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0
+ _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1
+ [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 )
+ _PoisonDensity( "Poison: Density", Float ) = 3
+ _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5
+ _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2
+ _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2
+ _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 )
+ [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0
+ _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1
+ _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 )
+ _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1
+ _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5
+ _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0
+ [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0
+ _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5
+ _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5
+ _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8
+ [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 )
+ [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 )
+ [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0
+ [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0
+ _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1
+ _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5
+ _ShiftingDensity( "Shifting: Density", Float ) = 1.5
+ _ShiftingBrightness( "Shifting: Brightness", Float ) = 1
+ _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5
+ [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0
+ _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8
+ [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 )
+ [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 )
+ [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0
+ _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0
+ _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0
+ _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1
+ _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3
+ _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3
+ _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20
+ _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0
+ _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0
+ _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1
+ _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {}
+ [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 )
+ _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 )
+ [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0
+ _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1
+ [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0
+ _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 )
+ [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1
+ _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3
+ _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3
+ _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20
+ _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0
+ _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005
+ [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0
+ _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5
+ _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0
+ _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5
+ _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5
+ [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0
+ _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1
+ _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2
+ _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0
+ _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1
+ _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 )
+ _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1
+ [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 )
+ _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2
+ [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0
+ [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0
+ _HalftoneFade( "Halftone: Fade", Float ) = 1
+ _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 )
+ _HalftoneTiling( "Halftone: Tiling", Float ) = 4
+ _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5
+ [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0
+ _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0
+ _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2
+ _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 )
+ _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0
+ _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0
+ _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0
+ [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 )
+ _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1
+ _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2
+ [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0
+ [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0
+ _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0
+ _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0
+ _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5
+ _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 )
+ _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2
+ _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 )
+ _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1
+ _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0
+ [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0
+ _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1
+ _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 )
+ _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0
+ _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1
+ _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100
+ _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16
+ [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0
+ _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1
+ _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 )
+ _SqueezePower( "Squeeze: Power", Float ) = 1
+ _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0
+ _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1
+ _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 )
+ _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 )
+ _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 )
+ _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 )
+ [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0
+ [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {}
+ [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0
+ _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 )
+ [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0
+ _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1
+ _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0
+ _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1
+ _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15
+ _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1
+ _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0
+ _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1
+ _WiggleSpeed( "Wiggle: Speed", Float ) = 2
+ _WiggleFrequency( "Wiggle: Frequency", Float ) = 2
+ _WiggleOffset( "Wiggle: Offset", Float ) = 0.02
+ [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0
+ [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0
+ _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 )
+ [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0
+ _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1
+ _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 )
+ _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 )
+ [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0
+ _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2
+ _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 )
+ [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0
+ _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1
+ _VibrateOffset( "Vibrate: Offset", Float ) = 0.04
+ _VibrateFrequency( "Vibrate: Frequency", Float ) = 100
+ _VibrateRotation( "Vibrate: Rotation", Float ) = 4
+ [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0
+ _WindRotation( "Wind: Rotation", Float ) = 0
+ _WindMaxRotation( "Wind: Max Rotation", Float ) = 2
+ _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1
+ _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3
+ _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0
+ [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0
+ _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1
+ _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1
+ _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4
+ _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4
+ [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0
+ [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0
+ _WindXPosition( "Wind: X Position", Float ) = 0
+ _WindFlip( "Wind: Flip", Float ) = 0
+ [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0
+ _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1
+ _SquishStretch( "Squish: Stretch", Float ) = 0.1
+ _SquishSquish( "Squish: Squish", Float ) = 0.1
+ _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0
+ [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0
+ _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5
+ _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1
+ [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0
+ _FlameBrightness( "Flame: Brightness", Float ) = 10
+ _FlameSmooth( "Flame: Smooth", Float ) = 2
+ _FlameRadius( "Flame: Radius", Float ) = 0.2
+ _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 )
+ _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5
+ _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5
+ _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 )
+ [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0
+ _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1
+ _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5
+ [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0
+ _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1
+ _SharpenFactor( "Sharpen: Factor", Float ) = 4
+ _SharpenOffset( "Sharpen: Offset", Float ) = 2
+ [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0
+ [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0
+ _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1
+ _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1
+ _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5
+ _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4
+ _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1
+ [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0
+ [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0
+ _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {}
+ _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2
+ _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 )
+ _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0
+ _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1
+ [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0
+ _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100
+ [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0
+ _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 )
+ _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 )
+ _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
@@ -530,7 +531,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
Pass
{
CGPROGRAM
- #define ASE_VERSION 19801
+ #define ASE_VERSION 19905
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
@@ -542,9 +543,13 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
+ #define ASE_NEEDS_TEXTURE_COORDINATES0
+ #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_POSITION
+ #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
+ #pragma shader_feature_local _RESIZABLETEXTURE_ON
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
@@ -1798,7 +1803,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2005,7 +2010,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
- float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
+ float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) )));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
@@ -2163,9 +2168,15 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
- float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11674 = appendResult2_g11674;
+ #else
+ float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 );
+ #endif
float hologramFade182 = _HologramFade;
- float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0));
+ float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 );
#else
float2 staticSwitch59 = staticSwitch82;
@@ -2189,7 +2200,13 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float linValue16_g11789 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11779 + ( _UVDistortSpeed * temp_output_25_0_g11779 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 );
float2 lerpResult21_g11786 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11789);
- float2 appendResult2_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult10_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g11788 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g11788 = appendResult2_g11788;
+ #else
+ float2 staticSwitch9_g11788 = ( float2( 100,100 ) / appendResult10_g11788 );
+ #endif
float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
float4 tex2DNode3_g11787 = tex2D( _UVDistortMask, uv_UVDistortMask );
#ifdef _UVDISTORTMASKTOGGLE_ON
@@ -2197,7 +2214,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
#else
float staticSwitch29_g11786 = _UVDistortFade;
#endif
- float2 staticSwitch5_g11779 = ( temp_output_1_0_g11779 + ( lerpResult21_g11786 * ( 100.0 / appendResult2_g11788 ) * staticSwitch29_g11786 ) );
+ float2 staticSwitch5_g11779 = ( temp_output_1_0_g11779 + ( lerpResult21_g11786 * staticSwitch9_g11788 * staticSwitch29_g11786 ) );
#else
float2 staticSwitch5_g11779 = temp_output_1_0_g11779;
#endif
@@ -2307,7 +2324,7 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float2 break10_g11791 = float2( 1,1 );
float2 break9_g11791 = spriteRectMin376;
float2 break8_g11791 = spriteRectMax377;
- float2 appendResult15_g11791 = (float2((break9_g11791.x + (break14_g11791.x - break11_g11791.x) * (break8_g11791.x - break9_g11791.x) / (break10_g11791.x - break11_g11791.x)) , (break9_g11791.y + (break14_g11791.y - break11_g11791.y) * (break8_g11791.y - break9_g11791.y) / (break10_g11791.y - break11_g11791.y))));
+ float2 appendResult15_g11791 = (float2( (break9_g11791.x + ( break14_g11791.x - break11_g11791.x ) * ( break8_g11791.x - break9_g11791.x ) / ( break10_g11791.x - break11_g11791.x ) ) , (break9_g11791.y + ( break14_g11791.y - break11_g11791.y ) * ( break8_g11791.y - break9_g11791.y ) / ( break10_g11791.y - break11_g11791.y ) )));
float2 staticSwitch371 = min( max( appendResult15_g11791 , spriteRectMin376 ) , spriteRectMax377 );
#else
float2 staticSwitch371 = staticSwitch485;
@@ -2678,8 +2695,14 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float2 staticSwitch169_g12035 = float2( 0,0 );
#endif
float2 temp_output_131_0_g12035 = ( staticSwitch169_g12035 + temp_output_7_0_g12035 );
- float2 appendResult2_g12036 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g12035 = ( 100.0 / appendResult2_g12036 );
+ float2 appendResult10_g12036 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g12036 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g12036 = appendResult2_g12036;
+ #else
+ float2 staticSwitch9_g12036 = ( float2( 100,100 ) / appendResult10_g12036 );
+ #endif
+ float2 temp_output_25_0_g12035 = staticSwitch9_g12036;
float temp_output_178_0_g12035 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12035 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) ) );
float3 lerpResult176_g12035 = lerp( (temp_output_15_0_g12035).rgb , staticSwitch187_g12035 , temp_output_178_0_g12035);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
@@ -2718,8 +2741,14 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
float2 staticSwitch157_g12063 = float2( 0,0 );
#endif
float2 temp_output_131_0_g12063 = ( staticSwitch157_g12063 + temp_output_7_0_g12063 );
- float2 appendResult2_g12065 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float2 temp_output_25_0_g12063 = ( 100.0 / appendResult2_g12065 );
+ float2 appendResult10_g12065 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g12065 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g12065 = appendResult2_g12065;
+ #else
+ float2 staticSwitch9_g12065 = ( float2( 100,100 ) / appendResult10_g12065 );
+ #endif
+ float2 temp_output_25_0_g12063 = staticSwitch9_g12065;
float lerpResult168_g12063 = lerp( temp_output_15_0_g12063.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12063 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g12063 = ( temp_output_182_0_g12063 * lerpResult168_g12063 );
@@ -3230,8 +3259,14 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
#ifdef _ENABLESHADOW_ON
float4 break4_g12158 = temp_output_2_0_g12156;
float3 appendResult5_g12158 = (float3(break4_g12158.r , break4_g12158.g , break4_g12158.b));
- float2 appendResult2_g12157 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
- float4 appendResult85_g12156 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g12157 ) * _ShadowOffset ) ) ).a )));
+ float2 appendResult10_g12157 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
+ float2 appendResult2_g12157 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w )));
+ #ifdef _RESIZABLETEXTURE_ON
+ float2 staticSwitch9_g12157 = appendResult2_g12157;
+ #else
+ float2 staticSwitch9_g12157 = ( float2( 100,100 ) / appendResult10_g12157 );
+ #endif
+ float4 appendResult85_g12156 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g12157 * _ShadowOffset ) ) ).a )));
float4 break6_g12158 = appendResult85_g12156;
float3 appendResult7_g12158 = (float3(break6_g12158.r , break6_g12158.g , break6_g12158.b));
float temp_output_11_0_g12158 = ( ( 1.0 - break4_g12158.a ) * break6_g12158.a );
@@ -3296,242 +3331,236 @@ Shader "Sprite Shaders Ultimate/Standard SSU"
Fallback Off
}
/*ASEBEGIN
-Version=19801
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WireConnection;376;0;374;0
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WireConnection;370;5;376;0
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WireConnection;365;9;477;0
WireConnection;365;3;475;0
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WireConnection;79;160;84;0
WireConnection;79;194;184;0
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WireConnection;102;19;244;0
WireConnection;102;18;243;0
WireConnection;102;16;160;0
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WireConnection;154;0;102;0
WireConnection;152;0;102;15
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-WireConnection;52;37;38;0
-WireConnection;52;39;174;0
WireConnection;231;27;261;0
WireConnection;231;22;122;0
WireConnection;231;18;228;0
@@ -3539,8 +3568,6 @@ WireConnection;231;25;208;0
WireConnection;231;23;229;0
WireConnection;231;21;210;0
WireConnection;231;26;230;0
-WireConnection;59;1;38;0
-WireConnection;59;0;52;0
WireConnection;223;21;261;0
WireConnection;223;1;122;0
WireConnection;223;16;219;0
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WireConnection;292;1;122;0
WireConnection;292;2;204;0
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WireConnection;139;1;122;0
WireConnection;139;0;122;0
WireConnection;139;2;292;0
WireConnection;139;3;223;0
WireConnection;139;4;231;0
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WireConnection;62;1;59;0
WireConnection;62;0;103;0
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WireConnection;484;25;259;0
WireConnection;484;26;258;0
WireConnection;484;1;62;0
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WireConnection;130;1;484;0
WireConnection;130;2;129;0
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WireConnection;51;40;183;0
WireConnection;51;1;492;0
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WireConnection;56;1;492;0
WireConnection;56;0;51;0
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WireConnection;104;33;163;0
WireConnection;104;29;162;0
WireConnection;104;1;56;0
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WireConnection;57;1;56;0
WireConnection;57;0;104;0
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WireConnection;473;40;247;0
WireConnection;473;41;246;0
WireConnection;473;3;57;0
WireConnection;473;37;171;0
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WireConnection;78;1;473;0
WireConnection;78;2;166;0
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WireConnection;77;1;473;0
WireConnection;77;0;78;0
WireConnection;76;1;77;0
WireConnection;76;2;168;0
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WireConnection;75;1;77;0
WireConnection;75;0;76;0
WireConnection;193;0;343;12
@@ -3680,4 +3715,4 @@ WireConnection;491;7;143;0
WireConnection;14;0;491;0
WireConnection;14;1;142;0
ASEEND*/
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+//CHKSM=CB0F95E1F3F4F245F1B841347F2E4114D4A51D6E
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader.meta b/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader.meta
index a99667fe..e1f5cda7 100644
--- a/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Standard SSU.shader.meta
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@@ -27,3 +32,10 @@ ShaderImporter:
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+ uploadId: 845852
diff --git a/Assets/OtherPlugins/Sprite Shaders Ultimate/TestMat.mat b/Assets/OtherPlugins/Sprite Shaders Ultimate/TestMat.mat
deleted file mode 100644
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- - _CamouflageSmoothnessB: 0.2
- - _CheckerboardDarken: 0.5
- - _CheckerboardTiling: 1
- - _ColorMask: 15
- - _ColorReplaceBias: 0
- - _ColorReplaceBrightnessThreshold: 0.8
- - _ColorReplaceContrast: 1
- - _ColorReplaceFactor: 1
- - _ColorReplaceFade: 1
- - _ColorReplaceHueThreshold: 0.8
- - _ColorReplaceRange: 0.05
- - _ColorReplaceSaturationThreshold: 0.8
- - _ColorReplaceSmoothness: 0.1
- - _Contrast: 1
- - _CustomFadeAlpha: 1
- - _CustomFadeNoiseFactor: 0
- - _CustomFadeSmoothness: 2
- - _Cutoff: 0.5
- - _DetailNormalMapScale: 1
- - _DirectionalAlphaFadeFade: 0
- - _DirectionalAlphaFadeInvert: 0
- - _DirectionalAlphaFadeNoiseFactor: 0.2
- - _DirectionalAlphaFadeRotation: 0
- - _DirectionalAlphaFadeWidth: 0.2
- - _DirectionalDistortionFade: 0
- - _DirectionalDistortionInvert: 0
- - _DirectionalDistortionNoiseFactor: 0.2
- - _DirectionalDistortionRandomDirection: 0.1
- - _DirectionalDistortionRotation: 0
- - _DirectionalDistortionWidth: 0.5
- - _DirectionalGlowFadeFade: 0
- - _DirectionalGlowFadeInvert: 0
- - _DirectionalGlowFadeNoiseFactor: 0.2
- - _DirectionalGlowFadeRotation: 0
- - _DirectionalGlowFadeWidth: 0.1
- - _DstBlend: 0
- - _EnableAddColor: 0
- - _EnableAddHue: 0
- - _EnableAlphaTint: 0
- - _EnableBlackTint: 0
- - _EnableBrightness: 0
- - _EnableBurn: 0
- - _EnableCamouflage: 0
- - _EnableCheckerboard: 0
- - _EnableColorReplace: 0
- - _EnableContrast: 0
- - _EnableCustomFade: 0
- - _EnableDirectionalAlphaFade: 0
- - _EnableDirectionalDistortion: 0
- - _EnableDirectionalGlowFade: 0
- - _EnableEnchanted: 0
- - _EnableFlame: 0
- - _EnableFrozen: 0
- - _EnableFullAlphaDissolve: 0
- - _EnableFullDistortion: 0
- - _EnableFullGlowDissolve: 0
- - _EnableGaussianBlur: 0
- - _EnableGlitch: 0
- - _EnableHalftone: 0
- - _EnableHologram: 0
- - _EnableHue: 0
- - _EnableInkSpread: 0
- - _EnableInnerOutline: 0
- - _EnableMetal: 0
- - _EnableNegative: 0
- - _EnableOuterOutline: 0
- - _EnablePingPongGlow: 0
- - _EnablePixelOutline: 0
- - _EnablePixelate: 0
- - _EnablePoison: 0
- - _EnableRainbow: 0
- - _EnableRecolorRGB: 0
- - _EnableRecolorRGBYCP: 0
- - _EnableSaturation: 0
- - _EnableScreenTiling: 0
- - _EnableShadow: 0
- - _EnableSharpen: 0
- - _EnableShiftHue: 0
- - _EnableShifting: 0
- - _EnableShine: 1
- - _EnableSineGlow: 0
- - _EnableSineMove: 0
- - _EnableSineRotate: 0
- - _EnableSineScale: 0
- - _EnableSmoke: 0
- - _EnableSmoothPixelArt: 0
- - _EnableSourceAlphaDissolve: 0
- - _EnableSourceGlowDissolve: 0
- - _EnableSplitToning: 0
- - _EnableSqueeze: 0
- - _EnableSquish: 0
- - _EnableStrongTint: 0
- - _EnableTextureLayer1: 0
- - _EnableTextureLayer2: 0
- - _EnableUVDistort: 0
- - _EnableUVRotate: 0
- - _EnableUVScale: 0
- - _EnableUVScroll: 0
- - _EnableVibrate: 0
- - _EnableWiggle: 0
- - _EnableWind: 0
- - _EnableWorldTiling: 0
- - _EnchantedBrightness: 1
- - _EnchantedContrast: 0.5
- - _EnchantedFade: 1
- - _EnchantedLerpToggle: 0
- - _EnchantedRainbowDensity: 0.5
- - _EnchantedRainbowSaturation: 0.8
- - _EnchantedRainbowSpeed: 0.5
- - _EnchantedRainbowToggle: 0
- - _EnchantedReduce: 0
- - _FadingFade: 1
- - _FadingNoiseFactor: 0.2
- - _FadingWidth: 0.3
- - _FlameBrightness: 10
- - _FlameNoiseFactor: 2.5
- - _FlameNoiseHeightFactor: 1.5
- - _FlameRadius: 0.2
- - _FlameSmooth: 2
- - _ForceAlpha: 0
- - _FrozenContrast: 2
- - _FrozenFade: 1
- - _FrozenHighlightContrast: 2
- - _FrozenHighlightDensity: 1
- - _FrozenSnowContrast: 1
- - _FrozenSnowDensity: 0.25
- - _FullAlphaDissolveFade: 0.5
- - _FullAlphaDissolveWidth: 0.5
- - _FullDistortionFade: 1
- - _FullGlowDissolveFade: 0.5
- - _FullGlowDissolveWidth: 0.5
- - _GaussianBlurFade: 1
- - _GaussianBlurOffset: 1
- - _GlitchBrightness: 4
- - _GlitchFade: 1
- - _GlitchHueSpeed: 1
- - _GlitchMaskMin: 0.4
- - _GlossMapScale: 1
- - _Glossiness: 0.5
- - _GlossyReflections: 1
- - _HalftoneFade: 1
- - _HalftoneFadeWidth: 1.5
- - _HalftoneInvert: 0
- - _HalftoneTiling: 4
- - _HologramContrast: 1
- - _HologramDistortionDensity: 0.5
- - _HologramDistortionOffset: 0.5
- - _HologramDistortionScale: 10
- - _HologramDistortionSpeed: 2
- - _HologramFade: 1
- - _HologramLineFrequency: 500
- - _HologramLineGap: 3
- - _HologramLineSpeed: 0.01
- - _HologramMinAlpha: 0.2
- - _Hue: 0
- - _InkSpreadContrast: 2
- - _InkSpreadDistance: 3
- - _InkSpreadFade: 1
- - _InkSpreadNoiseFactor: 0.5
- - _InkSpreadWidth: 0.2
- - _InnerOutlineDistortionToggle: 0
- - _InnerOutlineFade: 1
- - _InnerOutlineOutlineOnlyToggle: 0
- - _InnerOutlineTextureToggle: 0
- - _InnerOutlineWidth: 0.02
- - _IsText: 0
- - _IsTextMeshPro: 0
- - _MaskBrightness: 1
- - _MetalContrast: 2
- - _MetalFade: 1
- - _MetalHighlightContrast: 2
- - _MetalHighlightDensity: 1
- - _MetalMaskToggle: 0
- - _Metallic: 0
- - _Mode: 0
- - _NegativeFade: 1
- - _NormalIntensity: 1
- - _OcclusionStrength: 1
- - _OuterOutlineDistortionToggle: 0
- - _OuterOutlineFade: 1
- - _OuterOutlineOutlineOnlyToggle: 0
- - _OuterOutlineTextureToggle: 0
- - _OuterOutlineWidth: 0.04
- - _Parallax: 0.02
- - _PingPongGlowContrast: 1
- - _PingPongGlowFade: 1
- - _PingPongGlowFrequency: 3
- - _PixelOutlineAlphaLimit: 0.5
- - _PixelOutlineFade: 1
- - _PixelOutlineOutlineOnlyToggle: 0
- - _PixelOutlineTextureToggle: 0
- - _PixelOutlineWidth: 1
- - _PixelPerfectSpace: 0
- - _PixelPerfectUV: 0
- - _PixelateFade: 1
- - _PixelatePixelDensity: 16
- - _PixelatePixelsPerUnit: 100
- - _PixelsPerUnit: 100
- - _PoisonDensity: 3
- - _PoisonFade: 1
- - _PoisonNoiseBrightness: 1
- - _PoisonRecolorFactor: 0.5
- - _PoisonShiftSpeed: 0.2
- - _RainbowBrightness: 2
- - _RainbowContrast: 1
- - _RainbowDensity: 0.5
- - _RainbowFade: 1
- - _RainbowNoiseFactor: 0.2
- - _RainbowSaturation: 1
- - _RainbowSpeed: 1
- - _RecolorRGBFade: 1
- - _RecolorRGBTextureToggle: 0
- - _RecolorRGBYCPFade: 1
- - _RecolorRGBYCPTextureToggle: 0
- - _RectHeight: 100
- - _RectWidth: 100
- - _Saturation: 1
- - _ScreenTilingPixelsPerUnit: 100
- - _ScreenWidthUnits: 10
- - _ShaderFading: 0
- - _ShaderSpace: 0
- - _ShadowFade: 1
- - _SharpenFactor: 4
- - _SharpenFade: 1
- - _SharpenOffset: 2
- - _ShiftHueSpeed: 0.5
- - _ShiftingBrightness: 1
- - _ShiftingContrast: 0.5
- - _ShiftingDensity: 1.5
- - _ShiftingFade: 1
- - _ShiftingRainbowToggle: 0
- - _ShiftingSaturation: 0.8
- - _ShiftingSpeed: 0.5
- - _ShineContrast: 2
- - _ShineFade: 1
- - _ShineFrequency: 0.3
- - _ShineMaskToggle: 0
- - _ShineRotation: 30
- - _ShineSaturation: 0.5
- - _ShineSmooth: 1
- - _ShineSpeed: 5
- - _ShineWidth: 0.1
- - _SineGlowContrast: 1
- - _SineGlowFade: 1
- - _SineGlowFrequency: 4
- - _SineGlowMaskToggle: 0
- - _SineGlowMax: 1
- - _SineGlowMin: 0
- - _SineMoveFade: 1
- - _SineRotateAngle: 15
- - _SineRotateFade: 1
- - _SineRotateFrequency: 1
- - _SineScaleFrequency: 2
- - _SmokeAlpha: 1
- - _SmokeDarkEdge: 1
- - _SmokeNoiseFactor: 0.4
- - _SmokeNoiseScale: 0.5
- - _SmokeSmoothness: 1
- - _SmokeVertexSeed: 0
- - _SmoothnessTextureChannel: 0
- - _SourceAlphaDissolveFade: 1
- - _SourceAlphaDissolveInvert: 0
- - _SourceAlphaDissolveNoiseFactor: 0.2
- - _SourceAlphaDissolveWidth: 0.2
- - _SourceGlowDissolveFade: 1
- - _SourceGlowDissolveInvert: 0
- - _SourceGlowDissolveNoiseFactor: 0.2
- - _SourceGlowDissolveWidth: 0.1
- - _SpecularHighlights: 1
- - _SplitToningBalance: 1
- - _SplitToningContrast: 1
- - _SplitToningFade: 1
- - _SplitToningShift: 0
- - _SpriteSheetFix: 0
- - _SqueezeFade: 1
- - _SqueezePower: 1
- - _SquishFade: 1
- - _SquishFlip: 0
- - _SquishSquish: 0.1
- - _SquishStretch: 0.1
- - _SrcBlend: 1
- - _Stencil: 0
- - _StencilComp: 8
- - _StencilOp: 0
- - _StencilReadMask: 255
- - _StencilWriteMask: 255
- - _StrongTintContrast: 2.5
- - _StrongTintContrastToggle: 1
- - _StrongTintFade: 1
- - _StrongTintMaskToggle: 0
- - _TMPSmoothness: 5
- - _TMPThickness: -0.45
- - _TextureLayer1Columns: 3
- - _TextureLayer1Contrast: 1
- - _TextureLayer1ContrastToggle: 0
- - _TextureLayer1EdgeClip: 0.005
- - _TextureLayer1Fade: 1
- - _TextureLayer1Rows: 3
- - _TextureLayer1ScrollToggle: 0
- - _TextureLayer1SheetToggle: 1
- - _TextureLayer1Speed: 20
- - _TextureLayer1StartFrame: 0
- - _TextureLayer2Columns: 3
- - _TextureLayer2Contrast: 1
- - _TextureLayer2ContrastToggle: 0
- - _TextureLayer2EdgeClip: 0.005
- - _TextureLayer2Fade: 1
- - _TextureLayer2Rows: 3
- - _TextureLayer2ScrollToggle: 0
- - _TextureLayer2SheetToggle: 1
- - _TextureLayer2Speed: 20
- - _TextureLayer2StartFrame: 0
- - _TilingFix: 0
- - _TimeFPS: 5
- - _TimeFrequency: 2
- - _TimeRange: 0.5
- - _TimeSpeed: 1
- - _TimeValue: 0
- - _ToggleCustomTime: 0
- - _ToggleTimeFPS: 0
- - _ToggleTimeFrequency: 0
- - _ToggleTimeSpeed: 0
- - _ToggleUnscaledTime: 0
- - _UIVertexColorAlwaysGammaSpace: 0
- - _UVDistortFade: 1
- - _UVDistortMaskToggle: 0
- - _UVRotateSpeed: 1
- - _UVSec: 0
- - _UseUIAlphaClip: 0
- - _VertexTintFirst: 0
- - _VibrateFade: 1
- - _VibrateFrequency: 100
- - _VibrateOffset: 0.04
- - _VibrateRotation: 4
- - _WiggleFade: 1
- - _WiggleFixedGroundToggle: 0
- - _WiggleFrequency: 2
- - _WiggleOffset: 0.02
- - _WiggleSpeed: 2
- - _WindFlip: 0
- - _WindHighQualityNoise: 0
- - _WindIsParallax: 0
- - _WindLocalWind: 0
- - _WindMaxIntensity: 0.4
- - _WindMaxRotation: 2
- - _WindMinIntensity: -0.4
- - _WindNoiseScale: 0.1
- - _WindNoiseSpeed: 1
- - _WindRotation: 0
- - _WindRotationWindFactor: 1
- - _WindSquishFactor: 0.3
- - _WindSquishWindFactor: 0
- - _WindXPosition: 0
- - _WorldTilingPixelsPerUnit: 100
- - _ZWrite: 1
- m_Colors:
- - _AddColorColor: {r: 2.996078, g: 0, b: 0, a: 0}
- - _AlphaTintColor: {r: 95.87451, g: 5.019608, b: 95.87451, a: 0}
- - _BlackTintColor: {r: 0, g: 0, b: 1, a: 0}
- - _BurnEdgeColor: {r: 11.98431, g: 1.129412, b: 0.1254902, a: 0}
- - _BurnEdgeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- - _BurnInsideColor: {r: 0.75, g: 0.5625, b: 0.525, a: 0}
- - _BurnInsideNoiseColor: {r: 3084.047, g: 257.0039, b: 0, a: 0}
- - _BurnInsideNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
- - _BurnPosition: {r: 0, g: 5, b: 0, a: 0}
- - _BurnSwirlNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _CamouflageBaseColor: {r: 0.7450981, g: 0.7254902, b: 0.5686274, a: 0}
- - _CamouflageColorA: {r: 0.62745106, g: 0.5882353, b: 0.43137258, a: 0}
- - _CamouflageColorB: {r: 0.47058815, g: 0.43137258, b: 0.31372547, a: 0}
- - _CamouflageDistortionIntensity: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _CamouflageDistortionScale: {r: 0.5, g: 0.5, b: 0, a: 0}
- - _CamouflageDistortionSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _CamouflageNoiseScaleA: {r: 0.25, g: 0.25, b: 0, a: 0}
- - _CamouflageNoiseScaleB: {r: 0.25, g: 0.25, b: 0, a: 0}
- - _Color: {r: 1, g: 1, b: 1, a: 1}
- - _ColorReplaceFromColor: {r: 0, g: 0, b: 0, a: 0}
- - _ColorReplaceToColor: {r: 1, g: 0, b: 0, a: 0}
- - _CustomFadeNoiseScale: {r: 1, g: 1, b: 0, a: 0}
- - _DirectionalAlphaFadeNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- - _DirectionalDistortionDistortion: {r: 0, g: 0.1, b: 0, a: 0}
- - _DirectionalDistortionDistortionScale: {r: 1, g: 1, b: 0, a: 0}
- - _DirectionalDistortionNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- - _DirectionalGlowFadeEdgeColor: {r: 11.98431, g: 0.6901961, b: 0.6901961, a: 0}
- - _DirectionalGlowFadeNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- - _EnchantedHighColor: {r: 0, g: 0.7098798, b: 4.237095, a: 0}
- - _EnchantedLowColor: {r: 2.996078, g: 0, b: 0, a: 0}
- - _EnchantedScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _EnchantedSpeed: {r: 0, g: 1, b: 0, a: 0}
- - _FadingNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _FadingPosition: {r: 0, g: 0, b: 0, a: 0}
- - _FlameNoiseScale: {r: 1.2, g: 0.8, b: 0, a: 0}
- - _FlameSpeed: {r: 0, g: -0.5, b: 0, a: 0}
- - _FrozenHighlightColor: {r: 1.797647, g: 4.604501, b: 5.992157, a: 1}
- - _FrozenHighlightDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- - _FrozenHighlightDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _FrozenHighlightDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- - _FrozenHighlightScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _FrozenHighlightSpeed: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _FrozenSnowColor: {r: 1.123529, g: 1.373203, b: 1.498039, a: 0}
- - _FrozenSnowScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _FrozenTint: {r: 1.819608, g: 4.611765, b: 5.992157, a: 0}
- - _FullAlphaDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _FullDistortionDistortion: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _FullDistortionNoiseScale: {r: 0.5, g: 0.5, b: 0, a: 0}
- - _FullGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- - _FullGlowDissolveNoiseScale: {r: 0.1, g: 0.1, b: 0, a: 0}
- - _GlitchDistortion: {r: 0.1, g: 0, b: 0, a: 0}
- - _GlitchDistortionScale: {r: 0, g: 3, b: 0, a: 0}
- - _GlitchDistortionSpeed: {r: 0, g: 1, b: 0, a: 0}
- - _GlitchMaskScale: {r: 0, g: 0.2, b: 0, a: 0}
- - _GlitchMaskSpeed: {r: 0, g: 4, b: 0, a: 0}
- - _GlitchNoiseScale: {r: 0, g: 3, b: 0, a: 0}
- - _GlitchNoiseSpeed: {r: 0, g: 1, b: 0, a: 0}
- - _HalftonePosition: {r: 0, g: 0, b: 0, a: 0}
- - _HologramTint: {r: 0.3137255, g: 1.662745, b: 2.996078, a: 1}
- - _InkSpreadColor: {r: 8.47419, g: 5.013525, b: 0.08873497, a: 0}
- - _InkSpreadNoiseScale: {r: 0.4, g: 0.4, b: 0, a: 0}
- - _InkSpreadPosition: {r: 0.5, g: -1, b: 0, a: 0}
- - _InnerOutlineColor: {r: 11.98431, g: 1.254902, b: 1.254902, a: 1}
- - _InnerOutlineDistortionIntensity: {r: 0.015, g: 0.015, b: 0, a: 0}
- - _InnerOutlineNoiseScale: {r: 5, g: 5, b: 0, a: 0}
- - _InnerOutlineNoiseSpeed: {r: 0, g: 0.05, b: 0, a: 0}
- - _InnerOutlineTextureSpeed: {r: 0, g: 0.5, b: 0, a: 0}
- - _MetalColor: {r: 5.992157, g: 3.639216, b: 0.3137255, a: 1}
- - _MetalHighlightColor: {r: 5.992157, g: 3.796078, b: 0.6588235, a: 1}
- - _MetalNoiseDistortion: {r: 0.5, g: 0.5, b: 0, a: 0}
- - _MetalNoiseDistortionScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _MetalNoiseDistortionSpeed: {r: -0.05, g: -0.05, b: 0, a: 0}
- - _MetalNoiseScale: {r: 0.25, g: 0.25, b: 0, a: 0}
- - _MetalNoiseSpeed: {r: 0.05, g: 0.05, b: 0, a: 0}
- - _OuterOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- - _OuterOutlineDistortionIntensity: {r: 0.01, g: 0.01, b: 0, a: 0}
- - _OuterOutlineNoiseScale: {r: 4, g: 4, b: 0, a: 0}
- - _OuterOutlineNoiseSpeed: {r: 0, g: 0.1, b: 0, a: 0}
- - _OuterOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- - _PingPongGlowFrom: {r: 5.992157, g: 0.1882353, b: 0.1882353, a: 0}
- - _PingPongGlowTo: {r: 0.1882353, g: 0.1882353, b: 5.992157, a: 0}
- - _PixelOutlineColor: {r: 0, g: 0, b: 0, a: 1}
- - _PixelOutlineTextureSpeed: {r: 0.5, g: 0, b: 0, a: 0}
- - _PoisonColor: {r: 0.3137255, g: 2.996078, b: 0.3137255, a: 0}
- - _PoisonNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _PoisonNoiseSpeed: {r: 0, g: -0.2, b: 0, a: 0}
- - _RainbowCenter: {r: 2, g: 10, b: 0, a: 0}
- - _RainbowNoiseScale: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _RecolorRGBBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBYCPBlueTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBYCPCyanTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBYCPGreenTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBYCPPurpleTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBYCPRedTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _RecolorRGBYCPYellowTint: {r: 1, g: 1, b: 1, a: 0.5019608}
- - _ScreenTilingOffset: {r: 0, g: 0, b: 0, a: 0}
- - _ScreenTilingScale: {r: 1, g: 1, b: 0, a: 0}
- - _ShadowColor: {r: 0, g: 0, b: 0, a: 0}
- - _ShadowOffset: {r: 0.05, g: -0.05, b: 0, a: 0}
- - _ShiftingColorA: {r: 1.498039, g: 0, b: 0, a: 0}
- - _ShiftingColorB: {r: 1.498039, g: 0.7490196, b: 0, a: 0}
- - _ShineColor: {r: 11.98431, g: 11.98431, b: 11.98431, a: 0}
- - _SineGlowColor: {r: 0, g: 2.007843, b: 2.996078, a: 0}
- - _SineMoveFrequency: {r: 1, g: 1, b: 0, a: 0}
- - _SineMoveOffset: {r: 0, g: 0.5, b: 0, a: 0}
- - _SineRotatePivot: {r: 0.5, g: 0.5, b: 0, a: 0}
- - _SineScaleFactor: {r: 0.2, g: 0.2, b: 0, a: 0}
- - _SourceAlphaDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- - _SourceAlphaDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- - _SourceGlowDissolveEdgeColor: {r: 11.98431, g: 0.627451, b: 0.627451, a: 0}
- - _SourceGlowDissolveNoiseScale: {r: 0.3, g: 0.3, b: 0, a: 0}
- - _SourceGlowDissolvePosition: {r: 0, g: 0, b: 0, a: 0}
- - _SplitToningHighlightsColor: {r: 1, g: 0.1, b: 0.1, a: 0}
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diff --git a/Assets/Prefabs/MainGame/Card/CardBackground.mat b/Assets/Prefabs/MainGame/Card/CardBackground.mat
index 94041356..0ad5dd2a 100644
--- a/Assets/Prefabs/MainGame/Card/CardBackground.mat
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diff --git a/Assets/Prefabs/MainGame/Card/HandCardView.prefab b/Assets/Prefabs/MainGame/Card/HandCardView.prefab
index e96f24a7..533365ed 100644
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diff --git a/Assets/Prefabs/MainGame/Character/CombatCharacterView.prefab b/Assets/Prefabs/MainGame/Character/CombatCharacterView.prefab
index b8c8234f..b06a4727 100644
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animator: {fileID: 0}
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textsPivot: {fileID: 0}
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index 98d60393..2c65ee47 100644
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@@ -100,8 +100,8 @@ MonoBehaviour:
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suffixDecimalChar: .
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+ bottomRight: {r: 1, g: 1, b: 1, a: 1}
+ m_fontColorGradientPreset: {fileID: 0}
+ m_spriteAsset: {fileID: 0}
+ m_tintAllSprites: 0
+ m_StyleSheet: {fileID: 0}
+ m_TextStyleHashCode: -1183493901
+ m_overrideHtmlColors: 0
+ m_faceColor:
+ serializedVersion: 2
+ rgba: 4294967295
+ m_fontSize: 24
+ m_fontSizeBase: 24
+ m_fontWeight: 400
+ m_enableAutoSizing: 0
+ m_fontSizeMin: 18
+ m_fontSizeMax: 72
+ m_fontStyle: 0
+ m_HorizontalAlignment: 2
+ m_VerticalAlignment: 512
+ m_textAlignment: 65535
+ m_characterSpacing: 0
+ m_characterHorizontalScale: 1
+ m_wordSpacing: 0
+ m_lineSpacing: 0
+ m_lineSpacingMax: 0
+ m_paragraphSpacing: 0
+ m_charWidthMaxAdj: 0
+ m_TextWrappingMode: 1
+ m_wordWrappingRatios: 0.4
+ m_overflowMode: 0
+ m_linkedTextComponent: {fileID: 0}
+ parentLinkedComponent: {fileID: 0}
+ m_enableKerning: 0
+ m_ActiveFontFeatures: 6e72656b
+ m_enableExtraPadding: 0
+ checkPaddingRequired: 0
+ m_isRichText: 1
+ m_EmojiFallbackSupport: 1
+ m_parseCtrlCharacters: 1
+ m_isOrthographic: 1
+ m_isCullingEnabled: 0
+ m_horizontalMapping: 0
+ m_verticalMapping: 0
+ m_uvLineOffset: 0
+ m_geometrySortingOrder: 0
+ m_IsTextObjectScaleStatic: 0
+ m_VertexBufferAutoSizeReduction: 0
+ m_useMaxVisibleDescender: 1
+ m_pageToDisplay: 1
+ m_margin: {x: 0, y: 0, z: 0, w: 0}
+ m_isUsingLegacyAnimationComponent: 0
+ m_isVolumetricText: 0
+ m_hasFontAssetChanged: 0
+ m_baseMaterial: {fileID: 0}
+ m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
+--- !u!222 &1882073470
+CanvasRenderer:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 1882073467}
+ m_CullTransparentMesh: 1
--- !u!1 &1914150232
GameObject:
m_ObjectHideFlags: 0
@@ -2760,3 +3922,5 @@ SceneRoots:
- {fileID: 761676897}
- {fileID: 1575179221}
- {fileID: 384010834}
+ - {fileID: 112505870}
+ - {fileID: 285143893}
diff --git a/Assets/Scripts/GameAPI.asmdef b/Assets/Scripts/GameAPI.asmdef
index fc613dd6..5de71dd2 100644
--- a/Assets/Scripts/GameAPI.asmdef
+++ b/Assets/Scripts/GameAPI.asmdef
@@ -1,31 +1,33 @@
{
- "name": "GameAPI",
- "rootNamespace": "",
- "references": [
- "GUID:6055be8ebefd69e48b49212b09b47b2f",
- "GUID:560b04d1a97f54a4e82edc0cbbb69285",
- "GUID:174bc9f391f1b7f4292b3824c5019a21",
- "GUID:8d9e84799a3968d4ba38c55892d14093",
- "GUID:75469ad4d38634e559750d17036d5f7c",
- "GUID:cf414061cae3a954baf92763590f3127",
- "GUID:6463cfac4956c284ba7542bd246502cc",
- "GUID:21b0c8d1703a94250bfac916590cea4f",
- "GUID:776d03a35f1b52c4a9aed9f56d7b4229",
- "GUID:a031cbf5ca7656a4183ccaf405b762ef",
- "GUID:21d1eb854b91ade49bc69a263d12bee2",
- "GUID:8f24f501fa8e1fb48a03f1d7e6d03db4",
- "GUID:d8b63aba1907145bea998dd612889d6b",
- "GUID:4acc6fc9b40b3234ab7a3d47290f0be8",
- "GUID:f51ebe6a0ceec4240a699833d6309b23",
- "GUID:5c01796d064528144a599661eaab93a6"
- ],
- "includePlatforms": [],
- "excludePlatforms": [],
- "allowUnsafeCode": false,
- "overrideReferences": false,
- "precompiledReferences": [],
- "autoReferenced": true,
- "defineConstraints": [],
- "versionDefines": [],
- "noEngineReferences": false
+ "name": "GameAPI",
+ "rootNamespace": "",
+ "references": [
+ "GUID:6055be8ebefd69e48b49212b09b47b2f",
+ "GUID:560b04d1a97f54a4e82edc0cbbb69285",
+ "GUID:174bc9f391f1b7f4292b3824c5019a21",
+ "GUID:8d9e84799a3968d4ba38c55892d14093",
+ "GUID:75469ad4d38634e559750d17036d5f7c",
+ "GUID:cf414061cae3a954baf92763590f3127",
+ "GUID:6463cfac4956c284ba7542bd246502cc",
+ "GUID:21b0c8d1703a94250bfac916590cea4f",
+ "GUID:776d03a35f1b52c4a9aed9f56d7b4229",
+ "GUID:a031cbf5ca7656a4183ccaf405b762ef",
+ "GUID:21d1eb854b91ade49bc69a263d12bee2",
+ "GUID:8f24f501fa8e1fb48a03f1d7e6d03db4",
+ "GUID:d8b63aba1907145bea998dd612889d6b",
+ "GUID:4acc6fc9b40b3234ab7a3d47290f0be8",
+ "GUID:f51ebe6a0ceec4240a699833d6309b23",
+ "GUID:5c01796d064528144a599661eaab93a6",
+ "GUID:3651df4e454cb0c48a459d1252812f94",
+ "GUID:68765d262e2128e4ab49c983f3411946"
+ ],
+ "includePlatforms": [],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": [],
+ "versionDefines": [],
+ "noEngineReferences": false
}
\ No newline at end of file
diff --git a/Assets/Scripts/MainGame/Base/AttackContext.cs b/Assets/Scripts/MainGame/Base/AttackContext.cs
new file mode 100644
index 00000000..69c126e7
--- /dev/null
+++ b/Assets/Scripts/MainGame/Base/AttackContext.cs
@@ -0,0 +1,131 @@
+using System.Collections.Generic;
+using System.Linq;
+using Continentis.MainGame.Card;
+
+namespace Continentis.MainGame
+{
+ ///
+ /// 攻击上下文,携带来源卡牌和标签信息。
+ /// 替代 Attack() 方法中零散的 boolean 参数,提供可扩展的伤害标记体系。
+ ///
+ public class AttackContext
+ {
+ /// 触发此次攻击的来源卡牌(可为 null)。
+ public CardInstance sourceCard;
+
+ /// 攻击标签集合,用于控制伤害计算与事件触发行为。
+ public HashSet tags;
+
+ ///
+ /// 伤害属性关键词(如 "Physics"、"Fire"),驱动 offset 和元素乘区计算。
+ /// 为 null 时回退到卡牌元素关键词(向后兼容)。
+ ///
+ public List damageKeywords;
+
+ ///
+ /// 基础伤害读取的属性名(如 "Damage_Physics")。
+ /// 为 null 或空时默认读取 "Damage"。
+ ///
+ public string baseDamageAttributeName;
+
+ public AttackContext()
+ {
+ tags = new HashSet();
+ }
+
+ public AttackContext(CardInstance sourceCard) : this()
+ {
+ this.sourceCard = sourceCard;
+ }
+
+ /// 检查是否包含指定标签。
+ public bool HasTag(string tag)
+ {
+ return tags != null && tags.Contains(tag);
+ }
+
+ /// 检查是否包含任意一个指定标签。
+ public bool HasAnyTag(params string[] checkTags)
+ {
+ if (tags == null || tags.Count == 0) return false;
+ return checkTags.Any(t => tags.Contains(t));
+ }
+
+ /// 链式添加标签。
+ public AttackContext WithTag(string tag)
+ {
+ tags ??= new HashSet();
+ tags.Add(tag);
+ return this;
+ }
+
+ /// 链式添加多个标签。
+ public AttackContext WithTags(params string[] newTags)
+ {
+ tags ??= new HashSet();
+ foreach (string tag in newTags)
+ {
+ tags.Add(tag);
+ }
+ return this;
+ }
+
+ /// 链式设置伤害属性关键词。
+ public AttackContext WithDamageKeywords(params string[] keywords)
+ {
+ damageKeywords = new List(keywords);
+ return this;
+ }
+
+ /// 链式设置基础伤害属性名。
+ public AttackContext WithBaseDamageAttribute(string attributeName)
+ {
+ baseDamageAttributeName = attributeName;
+ return this;
+ }
+
+ /// 创建一个携带来源卡牌的默认上下文。
+ public static AttackContext Default(CardInstance card = null)
+ {
+ return new AttackContext(card);
+ }
+ }
+
+ ///
+ /// 预定义的攻击标签常量。
+ /// Mod 开发者可以使用自定义字符串扩展标签体系,无需修改此类。
+ ///
+ public static class AttackTags
+ {
+ ///
+ /// 完全静默攻击:不触发任何攻击事件(角色 EventSubmodule + Buff 层均跳过)。
+ /// 等价于旧 API 的 triggerAttackEvent = false。
+ ///
+ public const string Silent = "Silent";
+
+ ///
+ /// 响应式攻击:由 Buff 被动效果产生的附带攻击。
+ /// 触发角色 EventSubmodule 事件,但跳过 Buff 层的 onDealAttack/onGetAttacked,
+ /// 从机制上杜绝 Buff 触发链的无限递归。
+ ///
+ public const string Reactive = "Reactive";
+
+ ///
+ /// 生命移除:无视闪避、格挡、护盾,不触发任何事件。
+ /// 直接对目标造成生命值扣减,类似 Dota 2 的 HP Removal。
+ ///
+ public const string HpRemoval = "HpRemoval";
+
+ ///
+ /// 反弹伤害:由反弹/反伤机制产生的伤害。
+ /// Buff 可检查此标签以避免"反弹的反弹"导致无限循环。
+ ///
+ public const string Reflected = "Reflected";
+
+ /// 必中,无视闪避。
+ public const string GuaranteedHit = "GuaranteedHit";
+
+ /// 穿透,无视格挡。
+ public const string Penetrating = "Penetrating";
+ }
+}
diff --git a/Assets/Scripts/MainGame/Base/AttackContext.cs.meta b/Assets/Scripts/MainGame/Base/AttackContext.cs.meta
new file mode 100644
index 00000000..071e373a
--- /dev/null
+++ b/Assets/Scripts/MainGame/Base/AttackContext.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: a9deb152fc38db9458198d27672d8a30
\ No newline at end of file
diff --git a/Assets/Scripts/MainGame/Base/BasePrefabs.cs b/Assets/Scripts/MainGame/Base/BasePrefabs.cs
index 73faa417..87ba550d 100644
--- a/Assets/Scripts/MainGame/Base/BasePrefabs.cs
+++ b/Assets/Scripts/MainGame/Base/BasePrefabs.cs
@@ -30,6 +30,9 @@ namespace Continentis.MainGame
public GameObject inspectionCardObject;
public SerializableDictionary intentionMarkIcons;
public SerializableDictionary cardViewCollections;
+ public Sprite defaultCardImage;
+
+ [Header("Buffs")] public Sprite defaultBuffIcon;
[Header("GeneralUI")] public GameObject customImage;
public GameObject informationBox;
@@ -61,7 +64,7 @@ namespace Continentis.MainGame
public partial class BasePrefabs
{
- public DamageNumber GenerateHurtText(int amount, CombatCharacterViewBase characterView)
+ public DamageNumber GenerateHurtText(int amount, CombatCharacterViewBase characterView, Color color)
{
Vector3 position = characterView.transform.position + Vector3.up * 0.5f;
@@ -70,14 +73,15 @@ namespace Continentis.MainGame
position = characterView.numbersPivot.position;
}
- DamageNumber infoText = GenerateHurtText(amount, position);
+ DamageNumber infoText = GenerateHurtText(amount, position, color);
return infoText;
}
- public DamageNumber GenerateHurtText(int amount, Vector3 position)
+ public DamageNumber GenerateHurtText(int amount, Vector3 position, Color color)
{
DamageNumber hurtText = GenerateCombatText(hurtDamageNumber, position);
hurtText.number = amount;
+ hurtText.SetColor(color);
return hurtText;
}
diff --git a/Assets/Scripts/MainGame/Base/GameAttributes.cs b/Assets/Scripts/MainGame/Base/GameAttributes.cs
index b233d8c9..99cff763 100644
--- a/Assets/Scripts/MainGame/Base/GameAttributes.cs
+++ b/Assets/Scripts/MainGame/Base/GameAttributes.cs
@@ -33,16 +33,16 @@ namespace Continentis.MainGame
public const string ManaRecoverPerAction = "ManaRecoverPerAction";
// ── 防御 ────────────────────────────────────
- public const string Block = "Block";
- public const string Shield = "Shield";
- public const string Dodge = "Dodge";
+ public const string Block = "Block";
+ public const string TemporaryHealth = "TemporaryHealth";
+ public const string Dodge = "Dodge";
- public const string BlockGainOffset = "BlockGainOffset";
- public const string BlockGainMultiplier = "BlockGainMultiplier";
- public const string DodgeGainOffset = "DodgeGainOffset";
- public const string DodgeGainMultiplier = "DodgeGainMultiplier";
- public const string ShieldGainOffset = "ShieldGainOffset";
- public const string ShieldGainMultiplier = "ShieldGainMultiplier";
+ public const string BlockGainOffset = "BlockGainOffset";
+ public const string BlockGainMultiplier = "BlockGainMultiplier";
+ public const string DodgeGainOffset = "DodgeGainOffset";
+ public const string DodgeGainMultiplier = "DodgeGainMultiplier";
+ public const string TemporaryHealthGainOffset = "TemporaryHealthGainOffset";
+ public const string TemporaryHealthGainMultiplier = "TemporaryHealthGainMultiplier";
public const string KeepBlockOnActionStart = "KeepBlockOnActionStart";
public const string KeepDodgeOnActionStart = "KeepDodgeOnActionStart";
diff --git a/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs b/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs
index 9fea6fd6..d5c1fd0f 100644
--- a/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs
+++ b/Assets/Scripts/MainGame/Base/Interpreters/CardTextInterpreter.cs
@@ -33,9 +33,12 @@ namespace Continentis.MainGame
TextInterpreter.SetFunction("Attribute", new Func((name, high) => GetAttribute(card, name, high, false)));
TextInterpreter.SetFunction("Attribute", new Func((name, high, percent) => GetAttribute(card, name, high, percent)));
- string result = DynamicTextInterpreter.Parse(TextInterpreter, textToInterpret);
+ // 第一阶段:根据卡牌上下文(持有者、目标等)裁剪条件标签块
+ string resolved = CardTextTagResolver.Resolve(card, textToInterpret);
+
+ // 第二阶段:Dynamic Expresso 求值 $Attribute / $Keyword 等表达式
+ string result = DynamicTextInterpreter.Parse(TextInterpreter, resolved);
- Debug.Log($"Interpreted Text: {result}");
return result;
}
diff --git a/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs
new file mode 100644
index 00000000..ecc8bbaa
--- /dev/null
+++ b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs
@@ -0,0 +1,144 @@
+using System;
+using System.Text.RegularExpressions;
+using Continentis.MainGame.Card;
+using Continentis.MainGame.Character;
+using UnityEngine;
+
+namespace Continentis.MainGame
+{
+ ///
+ /// 卡牌文本条件标签解析器。
+ /// 在 Dynamic Expresso 求值之前,根据卡牌的上下文(持有者、目标等)裁剪条件标签块。
+ ///
+ /// 支持的标签:
+ /// [Showcase]...[/Showcase] 仅在展示界面(无持有者)显示
+ /// [Owner: PlayerHero]...[/Owner] 持有者为 PlayerHero 时显示
+ /// [Owner: CombatNPC]...[/Owner] 持有者为 CombatNPC 时显示
+ /// [Target: PlayerHero]...[/Target] 目标为 PlayerHero 时显示
+ /// [Target: CombatNPC]...[/Target] 目标为 CombatNPC 时显示
+ ///
+ /// 解析规则:
+ /// - 文本无任何标签 → 原样返回
+ /// - 无持有者(展示界面) → 仅显示 [Showcase],剥离 [Owner] / [Target]
+ /// - 有持有者,无目标 → 按持有者类型反推默认目标(PlayerHero → CombatNPC, 反之亦然)
+ /// - 有持有者,有目标 → 按实际目标类型匹配 [Target]
+ ///
+ public static class CardTextTagResolver
+ {
+ ///
+ /// 匹配条件标签块。支持两种格式:
+ /// 带参数:[Category: Value]content[/Category]
+ /// 无参数:[Showcase]content[/Showcase]
+ ///
+ private static readonly Regex TagPattern = new Regex(
+ @"\[(?Showcase|Owner|Target)(?:\s*:\s*(?\w+))?\](?.*?)\[/\k\]",
+ RegexOptions.Singleline | RegexOptions.IgnoreCase);
+
+ ///
+ /// 解析文本中的条件标签块,根据卡牌上下文保留或移除。
+ /// 如果文本中没有任何标签,原样返回。
+ ///
+ public static string Resolve(CardInstance card, string text)
+ {
+ if (string.IsNullOrEmpty(text)) return text;
+ if (!TagPattern.IsMatch(text)) return text;
+
+ CharacterBase owner = card.owner as CharacterBase;
+ CharacterBase target = card.currentTextTarget;
+ bool isShowcase = (owner == null);
+
+ return TagPattern.Replace(text, match =>
+ {
+ string category = match.Groups["category"].Value;
+ string value = match.Groups["value"].Success ? match.Groups["value"].Value : null;
+ string content = match.Groups["content"].Value;
+
+ switch (category.ToLower())
+ {
+ case "showcase":
+ return ResolveShowcase(isShowcase, content);
+ case "owner":
+ return ResolveOwner(owner, value, content);
+ case "target":
+ return ResolveTarget(owner, target, value, content);
+ default:
+ Debug.LogWarning($"[CardTextTagResolver] Unknown tag category: '{category}'.");
+ return string.Empty;
+ }
+ });
+ }
+
+ ///
+ /// [Showcase] 标签:仅在展示界面(无持有者)显示。
+ ///
+ private static string ResolveShowcase(bool isShowcase, string content)
+ {
+ return isShowcase ? content : string.Empty;
+ }
+
+ ///
+ /// [Owner: X] 标签:根据持有者类型匹配。展示界面下不显示。
+ ///
+ private static string ResolveOwner(CharacterBase owner, string value, string content)
+ {
+ if (owner == null) return string.Empty;
+ return MatchesCharacterType(owner, value) ? content : string.Empty;
+ }
+
+ ///
+ /// [Target: X] 标签:根据目标类型匹配。
+ /// - 展示界面:不显示
+ /// - 有明确目标:按实际目标匹配
+ /// - 无明确目标:按持有者反推默认目标(PlayerHero → CombatNPC,反之亦然)
+ ///
+ private static string ResolveTarget(CharacterBase owner, CharacterBase target, string value, string content)
+ {
+ if (owner == null) return string.Empty;
+
+ // 有明确目标时,按实际类型匹配
+ if (target != null)
+ {
+ return MatchesCharacterType(target, value) ? content : string.Empty;
+ }
+
+ // 无明确目标时,按持有者类型反推默认目标
+ if (owner is PlayerHero)
+ {
+ return string.Equals(value, "CombatNPC", StringComparison.OrdinalIgnoreCase) ? content : string.Empty;
+ }
+
+ if (owner is CombatNPC)
+ {
+ return string.Equals(value, "PlayerHero", StringComparison.OrdinalIgnoreCase) ? content : string.Empty;
+ }
+
+ Debug.LogWarning($"[CardTextTagResolver] Cannot infer default target for owner type '{owner.GetType().Name}'.");
+ return content; // 未知持有者类型,保留内容作为兜底
+ }
+
+ ///
+ /// 检查角色是否匹配指定的类型名。
+ ///
+ private static bool MatchesCharacterType(CharacterBase character, string typeName)
+ {
+ if (string.IsNullOrEmpty(typeName))
+ {
+ Debug.LogWarning("[CardTextTagResolver] Tag value is empty for Owner/Target tag.");
+ return false;
+ }
+
+ return typeName.ToLower() switch
+ {
+ "playerhero" => character is PlayerHero,
+ "combatnpc" => character is CombatNPC,
+ _ => LogUnknownType(typeName)
+ };
+ }
+
+ private static bool LogUnknownType(string typeName)
+ {
+ Debug.LogWarning($"[CardTextTagResolver] Unknown character type: '{typeName}'.");
+ return false;
+ }
+ }
+}
diff --git a/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs.meta b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs.meta
new file mode 100644
index 00000000..56455cff
--- /dev/null
+++ b/Assets/Scripts/MainGame/Base/Interpreters/CardTextTagResolver.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ec0a58018fe36a1469ea1ee568a662e0
\ No newline at end of file
diff --git a/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs b/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs
index b83091be..9eeb1469 100644
--- a/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs
+++ b/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs
@@ -99,8 +99,7 @@ namespace Continentis.MainGame
}
else
{
- Texture2D defaultTex = ModManager.GetAsset("BuffIcon_Basic_Default");
- this.icon = SpriteExtension.Create(defaultTex);
+ this.icon = MainGameManager.Instance.basePrefabs.defaultBuffIcon;
}
if (buff.contentSubmodule != null)
@@ -286,6 +285,17 @@ namespace Continentis.MainGame
maximumCount = Mathf.Max(maximumCount, other.maximumCount);
remainingCount = Mathf.Max(remainingCount, other.remainingCount);
}
+
+ public void PickHigherCount(int maximumCount, int remainingCount)
+ {
+ if (isInfinite)
+ {
+ return;
+ }
+
+ this.maximumCount = Mathf.Max(this.maximumCount, maximumCount);
+ this.remainingCount = Mathf.Max(this.remainingCount, remainingCount);
+ }
}
diff --git a/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs b/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs
index e155942c..53cf2ce5 100644
--- a/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs
+++ b/Assets/Scripts/MainGame/Card/CardAssistanceFunctions.cs
@@ -17,6 +17,32 @@ namespace Continentis.MainGame.Card
{
return contentSubmodule.keywords.Contains(keyword);
}
+
+ public bool HasAnyKeyword(params string[] keywords)
+ {
+ bool hasAny = false;
+
+ foreach (var keyword in keywords)
+ {
+ hasAny = HasKeyword(keyword);
+ if (hasAny) break;
+ }
+
+ return hasAny;
+ }
+
+ public bool HasAllKeywords(params string[] keywords)
+ {
+ bool hasAll = true;
+
+ foreach (var keyword in keywords)
+ {
+ hasAll = HasKeyword(keyword);
+ if (!hasAll) break;
+ }
+
+ return hasAll;
+ }
}
#endregion
diff --git a/Assets/Scripts/MainGame/Card/CardAttributes.cs b/Assets/Scripts/MainGame/Card/CardAttributes.cs
index a4cd3ef8..300de954 100644
--- a/Assets/Scripts/MainGame/Card/CardAttributes.cs
+++ b/Assets/Scripts/MainGame/Card/CardAttributes.cs
@@ -7,12 +7,12 @@
public static class CardAttributes
{
/// 体力值消耗
- public const string StaminaCost = "StaminaCost";
+ public const string StaminaCost = "Stamina_Cost";
/// 魔力值消耗
- public const string ManaCost = "ManaCost";
+ public const string ManaCost = "Mana_Cost";
/// 目标数量(0为自身,-1为全体)
- public const string TargetCount = "TargetCount";
+ public const string TargetCount = "Target_Count";
}
}
diff --git a/Assets/Scripts/MainGame/Card/CardData/CardData.cs b/Assets/Scripts/MainGame/Card/CardData/CardData.cs
index 30f72e72..987c2e4c 100644
--- a/Assets/Scripts/MainGame/Card/CardData/CardData.cs
+++ b/Assets/Scripts/MainGame/Card/CardData/CardData.cs
@@ -69,9 +69,10 @@ namespace Continentis.MainGame.Card
[LabelText("功能文本 Key")]
public string functionText;
+ [FormerlySerializedAs("cardDescription")]
[BoxGroup("Display"), PropertyOrder(9)]
[LabelText("卡牌描述 Key")]
- public string cardDescription;
+ public string descriptionText;
[BoxGroup("Display"), PropertyOrder(10)]
[ListDrawerSettings(ShowIndexLabels = false), LabelText("布局标签")]
diff --git a/Assets/Scripts/MainGame/Card/CardInstance.cs b/Assets/Scripts/MainGame/Card/CardInstance.cs
index 9ca70937..607c17f8 100644
--- a/Assets/Scripts/MainGame/Card/CardInstance.cs
+++ b/Assets/Scripts/MainGame/Card/CardInstance.cs
@@ -26,6 +26,12 @@ namespace Continentis.MainGame.Card
public CharacterBase user;
public CombatTeam usingTeam;
+ ///
+ /// 当前用于文本条件标签解析的目标角色。
+ /// 玩家拖拽卡牌时由 Targeting/Untargeting 设置;NPC 意图创建时由意图系统设置。
+ ///
+ public CharacterBase currentTextTarget;
+
public CardLogicBase cardLogic;
public int upgradeLevel;
@@ -117,18 +123,8 @@ namespace Continentis.MainGame.Card
.UpdateTeamPileText(CombatMainManager.Instance.characterController.playerTeam);
}
- //下面的部分后续放入CardLogic的初始化函数中
card.RefreshCardAttributes();
- if (card.HasKeyword("Instant")) //如果是“瞬发”牌,添加抽牌后立刻打出的事件
- {
- card.eventSubmodule.onDraw.InsertByPriority("Instant", new PrioritizedAction(() =>
- {
- card.DetectTargetsValidity(out List valid, out _, out _);
- card.Play(card.SetRandomTargets(valid), card.user);
- }, 99));
- }
-
return card;
}
@@ -250,4 +246,4 @@ namespace Continentis.MainGame.Card
this.index = index;
}
}
-}
\ No newline at end of file
+}
diff --git a/Assets/Scripts/MainGame/Card/CardKeywords.cs b/Assets/Scripts/MainGame/Card/CardKeywords.cs
index b64662b5..a8233d5f 100644
--- a/Assets/Scripts/MainGame/Card/CardKeywords.cs
+++ b/Assets/Scripts/MainGame/Card/CardKeywords.cs
@@ -17,6 +17,9 @@
/// 可选目标为全体角色
public const string TargetAll = "TargetAll";
+
+ /// 多目标选择时允许复选
+ public const string AllowDuplicateTargets = "AllowDuplicateTargets";
/// 物理
public const string Physics = "Physics";
@@ -24,6 +27,27 @@
/// 魔法
public const string Magic = "Magic";
+ /// 风
+ public const string Wind = "Wind";
+
+ /// 火
+ public const string Fire = "Fire";
+
+ /// 冰
+ public const string Ice = "Ice";
+
+ /// 土
+ public const string Earth = "Earth";
+
+ /// 雷
+ public const string Storm = "Storm";
+
+ /// 光
+ public const string Light = "Light";
+
+ /// 暗
+ public const string Darkness = "Darkness";
+
/// 打击(力量)
public const string Strike = "Strike";
@@ -74,5 +98,8 @@
/// 复用(打出后回到手牌)
public const string Reuse = "Reuse";
+
+ /// 先决(在手牌中时,必须先打出此牌)
+ public const string Prerequisite = "Prerequisite";
}
}
diff --git a/Assets/Scripts/MainGame/Card/CardLogicBase.cs b/Assets/Scripts/MainGame/Card/CardLogicBase.cs
index 7493f734..1a0a6217 100644
--- a/Assets/Scripts/MainGame/Card/CardLogicBase.cs
+++ b/Assets/Scripts/MainGame/Card/CardLogicBase.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Character;
using Continentis.MainGame.Equipment;
+using SoftCircuits.Collections;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using UnityEngine;
@@ -36,14 +37,129 @@ namespace Continentis.MainGame.Card
return null;
}
+ // 存储所有通过 SubscribeCombatEvent 注册的订阅的移除委托
+ private readonly List _managedUnsubscribers = new List();
+
public virtual void Initialize(CardInstance cardInstance)
{
card = cardInstance;
logicComponents = new HashSet();
card.eventSubmodule.onTargeting += TargetingEffect;
card.eventSubmodule.onUntargeting += UntargetingEffect;
+
+ // 自动将卡牌事件子模块的生命周期钩子接入虚方法
+ card.eventSubmodule.onDraw.InsertByPriority(
+ $"{GetType().Name}_OnDraw_{GetHashCode()}",
+ new PrioritizedAction(OnDraw));
+
+ card.eventSubmodule.onCombatStart.InsertByPriority(
+ $"{GetType().Name}_OnCombatStart_{GetHashCode()}",
+ new PrioritizedAction(OnCombatStart));
+
+ card.eventSubmodule.onCombatEnd.InsertByPriority(
+ $"{GetType().Name}_OnCombatEnd_{GetHashCode()}",
+ new PrioritizedAction(OnCombatEnd));
+
+ card.eventSubmodule.onRoundStart.InsertByPriority(
+ $"{GetType().Name}_OnRoundStart_{GetHashCode()}",
+ new PrioritizedAction(OnRoundStart));
+
+ card.eventSubmodule.onRoundEnd.InsertByPriority(
+ $"{GetType().Name}_OnRoundEnd_{GetHashCode()}",
+ new PrioritizedAction(OnRoundEnd));
+
+ card.eventSubmodule.onActionStart.InsertByPriority(
+ $"{GetType().Name}_OnActionStart_{GetHashCode()}",
+ new PrioritizedAction(OnActionStart));
+
+ card.eventSubmodule.onActionEnd.InsertByPriority(
+ $"{GetType().Name}_OnActionEnd_{GetHashCode()}",
+ new PrioritizedAction(OnActionEnd));
+
+ // 关键词驱动的行为统一在此处注册
+ if (card.HasKeyword("Instant"))
+ {
+ //含有Instant关键词,抽到后直接打出
+ card.eventSubmodule.onDraw.InsertByPriority("Instant", new PrioritizedAction(() =>
+ {
+ card.DetectTargetsValidity(out List valid, out _, out _);
+ card.Play(card.SetRandomTargets(valid), card.user);
+ }, 99));
+ }
}
+ ///
+ /// 向战斗全局事件字典注册一个托管订阅。
+ /// Dispose() 时无需手动取消——基类会自动移除所有通过此方法注册的订阅。
+ ///
+ protected void SubscribeCombatEvent(
+ OrderedDictionary eventDict,
+ PrioritizedAction action,
+ int priority = 0)
+ {
+ string key = $"{GetType().Name}_{GetHashCode()}_{_managedUnsubscribers.Count}";
+ action.Priority = priority;
+ eventDict.InsertByPriority(key, action);
+ _managedUnsubscribers.Add(() => eventDict.Remove(key));
+ }
+
+ ///
+ /// 向战斗全局事件字典注册一个带参数的托管订阅。
+ /// Dispose() 时无需手动取消——基类会自动移除所有通过此方法注册的订阅。
+ ///
+ protected void SubscribeCombatEvent(
+ OrderedDictionary> eventDict,
+ PrioritizedAction action,
+ int priority = 0)
+ {
+ string key = $"{GetType().Name}_{GetHashCode()}_{_managedUnsubscribers.Count}";
+ action.Priority = priority;
+ eventDict.InsertByPriority(key, action);
+ _managedUnsubscribers.Add(() => eventDict.Remove(key));
+ }
+
+ ///
+ /// 卡牌销毁时调用(打出、弃牌、消耗)。
+ /// 自动清理所有通过 SubscribeCombatEvent 注册的托管订阅。
+ /// 子类重写时无需调用 base.Dispose(),除非有额外资源需要释放。
+ ///
+ public void Dispose()
+ {
+ foreach (Action unsubscribe in _managedUnsubscribers)
+ unsubscribe();
+ _managedUnsubscribers.Clear();
+ OnDispose();
+ }
+
+ // ── 生命周期虚方法 ─────────────────────────────────────────────────────
+
+ /// 抽到此卡牌时调用。
+ protected virtual void OnDraw() { }
+
+ /// 战斗开始时调用。
+ protected virtual void OnCombatStart() { }
+
+ /// 战斗结束时调用。
+ protected virtual void OnCombatEnd() { }
+
+ /// 每回合开始时调用。
+ protected virtual void OnRoundStart() { }
+
+ /// 每回合结束时调用。
+ protected virtual void OnRoundEnd() { }
+
+ /// 每次行动开始时调用。
+ protected virtual void OnActionStart() { }
+
+ /// 每次行动结束时调用。
+ protected virtual void OnActionEnd() { }
+
+ ///
+ /// 卡牌销毁时的扩展清理钩子。
+ /// 子类有额外资源需要释放时重写此方法,无需处理 SubscribeCombatEvent 的取消订阅。
+ ///
+ protected virtual void OnDispose() { }
+
public virtual void SetUpLogicComponents() { }
public T AddLogicComponent() where T : CardLogicComponentBase, new()
@@ -233,43 +349,66 @@ namespace Continentis.MainGame.Card
#region Attack
public partial class CardLogicBase
{
- /// 获取对指定目标的最终伤害值。
- public virtual int GetTargetedFinalDamage(CharacterBase target, List elementalTags = null)
+ ///
+ /// 以当前卡牌作为来源,对目标发动攻击。
+ /// 内部自动构建携带 sourceCard 的 AttackContext,确保 Buff 层能正确识别来源卡牌信息。
+ /// 卡牌脚本中所有的攻击调用都应优先使用此方法,而非直接调用 user.Attack()。
+ ///
+ protected AttackResult AttackTarget(CharacterBase target, int damage, AttackContext ctx = null)
{
- return GetFinalDamage(target, elementalTags, out _, out _, out _, out _);
+ ctx ??= new AttackContext(card);
+ if (ctx.sourceCard == null) ctx.sourceCard = card;
+ return user.Attack(target, damage, ctx);
+ }
+
+ ///
+ /// 获取对指定目标的最终伤害值。
+ /// ctx 中的 damageKeywords 驱动 offset 和元素乘区计算,baseDamageAttributeName 指定基础伤害属性名。
+ /// ctx 为 null 时回退到卡牌元素关键词和默认 "Damage" 属性(向后兼容)。
+ ///
+ public virtual int GetTargetedFinalDamage(CharacterBase target, AttackContext ctx = null)
+ {
+ return GetFinalDamage(target, ctx, out _, out _, out _, out _);
}
/// 获取无目标时的最终伤害值。
- public virtual int GetNoTargetFinalDamage(List elementalTags = null)
+ public virtual int GetNoTargetFinalDamage(AttackContext ctx = null)
{
- return GetFinalDamage(null, elementalTags, out _, out _, out _, out _);
+ return GetFinalDamage(null, ctx, out _, out _, out _, out _);
}
protected virtual int GetFinalDamage(
- CharacterBase target, List elementalTags,
+ CharacterBase target, AttackContext ctx,
out float baseDamageAfterOffset, out float elementalMultiplier,
out float magicMultiplier, out float finalMultiplier)
{
bool haveTarget = target != null;
- elementalTags ??= card.GetElementalKeywords();
+ // 从 AttackContext 中读取伤害关键词和属性名,null 时回退到卡牌默认值
+ List damageKeywords = ctx?.damageKeywords ?? card.GetElementalKeywords();
+ string baseDamageAttr = ctx?.baseDamageAttributeName;
+
+ // Physics / Magic offset 由 damageKeywords 驱动,与卡牌标记关键词无关
int physicsOffset = 0;
- if (card.HasKeyword("Physics") || card.HasKeyword("Slash") || card.HasKeyword("Prick") || card.HasKeyword("Strike"))
- physicsOffset = user.GetAttribute("PhysicsDamageDealtOffset");
+ if (damageKeywords.Contains("Physics"))
+ physicsOffset = user.GetAttribute(CharacterAttributes.PhysicsDamageDealtOffset);
int magicOffset = 0;
- if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery"))
- magicOffset = user.GetAttribute("MagicDamageDealtOffset");
+ if (damageKeywords.Contains("Magic"))
+ magicOffset = user.GetAttribute(CharacterAttributes.MagicDamageDealtOffset);
+ // 元素乘区:遍历 damageKeywords 中属于 elementTags 的部分
elementalMultiplier = 1f;
- foreach (string element in elementalTags)
+ foreach (string keyword in damageKeywords)
{
- float targetGain = haveTarget ? target.GetRawAttribute(element + "DamageGainMultiplier", 1f) : 1f;
- elementalMultiplier *= user.GetRawAttribute(element + "DamageDealtMultiplier", 1f) * targetGain;
+ if (!MainGameManager.Instance.elementTags.Contains(keyword)) continue;
+ float targetGain = haveTarget ? target.GetRawAttribute(keyword + "DamageGainMultiplier", 1f) : 1f;
+ elementalMultiplier *= user.GetRawAttribute(keyword + "DamageDealtMultiplier", 1f) * targetGain;
}
+ // 魔法乘区:由 damageKeywords 中含 Magic/Arcane/Sorcery 时触发
magicMultiplier = 1f;
- if (card.HasKeyword("Magic") || card.HasKeyword("Arcane") || card.HasKeyword("Sorcery"))
+ if (damageKeywords.Contains("Magic") || damageKeywords.Contains("Arcane") || damageKeywords.Contains("Sorcery"))
{
float targetGain = haveTarget ? target.GetRawAttribute("MagicDamageGainMultiplier", 1f) : 1f;
magicMultiplier = user.GetRawAttribute("MagicDamageDealtMultiplier", 1f) * targetGain;
@@ -278,7 +417,8 @@ namespace Continentis.MainGame.Card
float targetFinalGain = haveTarget ? target.GetRawAttribute("FinalDamageGainMultiplier", 1f) : 1f;
finalMultiplier = user.GetRawAttribute("FinalDamageDealtMultiplier", 1f) * targetFinalGain;
- baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute("Damage") + physicsOffset + magicOffset;
+ string damageAttr = string.IsNullOrEmpty(baseDamageAttr) ? "Damage" : baseDamageAttr;
+ baseDamageAfterOffset = card.attributeSubmodule.GetCurrentAttribute(damageAttr) + physicsOffset + magicOffset;
float finalDamage = baseDamageAfterOffset * elementalMultiplier * magicMultiplier * finalMultiplier;
return Mathf.RoundToInt(finalDamage);
@@ -358,6 +498,17 @@ namespace Continentis.MainGame.Card
/// 取消选中目标时触发的效果(在逻辑组件的 Untargeting 之前执行)。
public virtual void UntargetingEffect() { }
+
+ ///
+ /// 标记 hint shadow 在下一帧刷新,不触发文本重解析。
+ /// 子类在战场状态变化时调用此方法,而非直接操作 dirtyMark。
+ ///
+ protected void InvalidateHint() => card.contentSubmodule.hintDirtyMark = true;
+ /// 返回 null 表示不显示提示阴影;返回具体颜色则启用对应颜色的 hintShadow。
+ /// 此方法在 ContentSubmodule.RefreshContent() 时自动调用,
+ /// 子类可重写以实现"有可用目标时绿色/无可用目标时红色"等动态提示。
+ ///
+ public virtual Color? GetHintColor() => null;
}
/// 卡牌逻辑组件基类。
diff --git a/Assets/Scripts/MainGame/Card/CardMainFunctions.cs b/Assets/Scripts/MainGame/Card/CardMainFunctions.cs
index 298361ef..ce32b328 100644
--- a/Assets/Scripts/MainGame/Card/CardMainFunctions.cs
+++ b/Assets/Scripts/MainGame/Card/CardMainFunctions.cs
@@ -20,6 +20,7 @@ namespace Continentis.MainGame.Card
///
public virtual void Targeting(CharacterBase target)
{
+ currentTextTarget = target;
eventSubmodule.onTargeting.Invoke(target);
}
@@ -29,6 +30,7 @@ namespace Continentis.MainGame.Card
///
public virtual void Untargeting()
{
+ currentTextTarget = null;
eventSubmodule.onUntargeting.Invoke();
}
}
@@ -136,11 +138,26 @@ namespace Continentis.MainGame.Card
}
else
{
- while (targets.Count < maximumTargets && valid.Count > 0)
+ bool allowDuplicate = HasKeyword(CardKeywords.AllowDuplicateTargets);
+
+ if (allowDuplicate)
{
- CharacterBase target = valid[Random.Range(0, valid.Count)];
- valid.Remove(target);
- targets.Add(target);
+ // 放回抽样:可重复选中同一目标
+ for (int i = 0; i < maximumTargets; i++)
+ {
+ targets.Add(valid[Random.Range(0, valid.Count)]);
+ }
+ }
+ else
+ {
+ // 不放回抽样(原逻辑)
+ List pool = new List(valid);
+ while (targets.Count < maximumTargets && pool.Count > 0)
+ {
+ CharacterBase target = pool[Random.Range(0, pool.Count)];
+ pool.Remove(target);
+ targets.Add(target);
+ }
}
}
@@ -149,13 +166,13 @@ namespace Continentis.MainGame.Card
public virtual bool CheckBeforePlay()
{
- if (!user.CheckEnoughStamina(GetAttribute("StaminaCost")))
+ if (!user.CheckEnoughStamina(GetAttribute(CardAttributes.StaminaCost)))
{
MainGameManager.Instance.basePrefabs.GenerateInfoText("Not Enough Stamina", user.characterView);
return false;
}
- if (!user.CheckEnoughMana(GetAttribute("ManaCost")))
+ if (!user.CheckEnoughMana(GetAttribute(CardAttributes.ManaCost)))
{
MainGameManager.Instance.basePrefabs.GenerateInfoText("Not Enough Mana", user.characterView);
return false;
@@ -192,13 +209,13 @@ namespace Continentis.MainGame.Card
{
if (!noConsumption)
{
- this.user.ModifyStamina(-GetAttribute("StaminaCost"));
- this.user.ModifyMana(-GetAttribute("ManaCost"));
+ this.user.ModifyStamina(-GetAttribute(CardAttributes.StaminaCost));
+ this.user.ModifyMana(-GetAttribute(CardAttributes.ManaCost));
}
Debug.Log($"Starting to play card: {contentSubmodule.cardName}");
- CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
+ CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
{
playSubmodule.isDuringPlayEffect = true;
eventSubmodule.onBeforePlay.Invoke(targetList);
@@ -211,7 +228,7 @@ namespace Continentis.MainGame.Card
CommandQueueManager.Instance.AddCommand(PlayEffect(targetList));
CommandQueueManager.Instance.AddCommand(cardLogic.PlayEffect(targetList));
- CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
+ CommandQueueManager.Instance.AddCommand(Cmd.Do(() =>
{
eventSubmodule.onAfterPlay.Invoke(targetList);
combatBuffSubmodule.buffList.For(buff => buff.usageSubmodule?.UpdateModule());
@@ -308,6 +325,8 @@ namespace Continentis.MainGame.Card
KeyValuePair> currentPile = deck.GetCardLocation(this, out int index);
if (!cardData.upgradeNode.isTerminalNode)
{
+ // 先 Dispose 旧 Logic,再替换,避免旧 Logic 的托管订阅泄漏
+ cardLogic?.Dispose();
DestroyHandCardView();
CardData newData = cardData.upgradeNode.upgradeCards[0]; //后续可改为选择升级方向
diff --git a/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs b/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs
index 39d65b8c..a5837cfd 100644
--- a/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs
+++ b/Assets/Scripts/MainGame/Card/CardSubmodules/AttributeSubmodule.cs
@@ -111,6 +111,6 @@ namespace Continentis.MainGame.Card
public partial class AttributeSubmodule
{
- public int targetCount => GetRoundCurrentAttribute("TargetCount", -2);
+ public int targetCount => GetRoundCurrentAttribute(CardAttributes.TargetCount, -2);
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs b/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs
index 1b8a51e5..05884ac1 100644
--- a/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs
+++ b/Assets/Scripts/MainGame/Card/CardSubmodules/ContentSubmodule.cs
@@ -22,15 +22,21 @@ namespace Continentis.MainGame.Card
///
public bool dirtyMark;
+ ///
+ /// 标记:hint shadow 颜色需要刷新,不触发文本重解析
+ ///
+ public bool hintDirtyMark;
+
public ContentSubmodule(CardInstance card) : base(card)
{
keywords = card.cardData.keywords;
cardName = card.cardData.displayName.Localize();
- cardSprite = card.cardData.cardSprite;
+ cardSprite = card.cardData.cardSprite ?? MainGameManager.Instance.basePrefabs.defaultCardImage;
originalFunctionText = card.cardData.functionText.Localize();
cardRarity = card.cardData.cardRarity;
cardType = card.cardData.cardType;
dirtyMark = false;
+ hintDirtyMark = false;
Observable.EveryLateUpdate().Subscribe(_ =>
{
@@ -39,11 +45,12 @@ namespace Continentis.MainGame.Card
RefreshContent();
dirtyMark = false;
}
+ if (hintDirtyMark)
+ {
+ RefreshHintShadow();
+ hintDirtyMark = false;
+ }
}).AddTo(card.disposables);
-
- //CardDescriptionInterpreter.InterpretDescription(card);
- //keywords = CardDescriptionInterpreter.GetKeywords(card.cardData.cardDescription);
- //Debug.Log($"Extracted Keywords: {string.Join(", ", keywords)}");
}
public void RefreshContent()
@@ -51,6 +58,19 @@ namespace Continentis.MainGame.Card
CardTextInterpreter.InterpretText(owner);
owner.handCardView?.Setup();
owner.intentionCardView?.Setup();
+
+ // 文本刷新后,hint 也需要同步更新
+ hintDirtyMark = true;
+ }
+
+ ///
+ /// 仅刷新 hint shadow 颜色,不触发文本重解析。
+ ///
+ public void RefreshHintShadow()
+ {
+ if (owner.handCardView == null || owner.handCardView.isSelecting) return;
+ Color? hintColor = owner.cardLogic?.GetHintColor();
+ owner.handCardView.UpdateHintShadow(hintColor);
}
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs b/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs
index 2fde69fa..8de47ceb 100644
--- a/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs
+++ b/Assets/Scripts/MainGame/Card/CardView/CardViewBase.cs
@@ -42,7 +42,7 @@ namespace Continentis.MainGame.Card
public bool isDuringPlaying;
- private void Update()
+ protected virtual void Update()
{
if (isHovering)
{
@@ -110,9 +110,9 @@ namespace Continentis.MainGame.Card
cardTypeText.text = this.card.contentSubmodule.cardType.ToString();
staminaCostText.rectTransform.parent.gameObject.SetActive(true);
- staminaCostText.text = this.card.attributeSubmodule.GetRoundCurrentAttribute("StaminaCost").ToString();
+ staminaCostText.text = this.card.attributeSubmodule.GetRoundCurrentAttribute(CardAttributes.StaminaCost).ToString();
- int manaCost = this.card.attributeSubmodule.GetRoundCurrentAttribute("ManaCost");
+ int manaCost = this.card.attributeSubmodule.GetRoundCurrentAttribute(CardAttributes.ManaCost);
manaCostText.rectTransform.parent.gameObject.SetActive(manaCost > 0);
manaCostText.text = manaCost.ToString();
diff --git a/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs b/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs
index 18c9bcaa..b6d8e022 100644
--- a/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs
+++ b/Assets/Scripts/MainGame/Card/CardView/CardViewFunctions.cs
@@ -43,6 +43,46 @@ namespace Continentis.MainGame.Card
}
}
+ ///
+ /// 根据颜色智能更新提示阴影:null 关闭,非 null 启用对应颜色。
+ /// 避免相同颜色重复 tween 导致闪烁。
+ ///
+ public void UpdateHintShadow(Color? color)
+ {
+ if (color == null)
+ {
+ if (hintShadow.gameObject.activeSelf)
+ {
+ DisableHintShadow();
+ }
+ return;
+ }
+
+ Color targetColor = color.Value;
+
+ if (hintShadow.gameObject.activeSelf)
+ {
+ // 已启用:仅在颜色差异足够大时 tween,避免每帧闪烁
+ if (!ApproximatelyEqualColor(hintShadow.color, targetColor))
+ {
+ hintShadowTweener?.Kill();
+ hintShadowTweener = hintShadow.DOColor(targetColor, 0.2f).Play();
+ }
+ }
+ else
+ {
+ EnableHintShadow(targetColor);
+ }
+ }
+
+ private static bool ApproximatelyEqualColor(Color a, Color b, float tolerance = 0.01f)
+ {
+ return Mathf.Abs(a.r - b.r) < tolerance
+ && Mathf.Abs(a.g - b.g) < tolerance
+ && Mathf.Abs(a.b - b.b) < tolerance
+ && Mathf.Abs(a.a - b.a) < tolerance;
+ }
+
public void EnableSelectShadow()
{
selectShadow.gameObject.SetActive(true);
diff --git a/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs b/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs
index a570992b..f9cf3290 100644
--- a/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs
+++ b/Assets/Scripts/MainGame/Card/CardView/HandCardView/HandCardView_Operations.cs
@@ -6,6 +6,7 @@ using Continentis.MainGame.UI;
using SLSFramework.General;
using UnityEngine;
using UnityEngine.EventSystems;
+using UnityEngine.InputSystem;
namespace Continentis.MainGame.Card
{
@@ -17,6 +18,32 @@ namespace Continentis.MainGame.Card
public List conditionNotMetTargets = new List();
public List invalidTargets = new List();
+ #region Multi-Target Selection State
+
+ /// 是否正处于多目标逐次点击选择模式。
+ private bool isMultiTargetSelecting;
+
+ /// 多目标模式下已选中的目标列表(可含重复)。
+ private readonly List multiTargetSelectedList = new List();
+
+ /// 多目标模式需要的总选择次数。
+ private int multiTargetRequired;
+
+ /// 多目标模式下卡牌固定显示的位置(箭头起点)。
+ private Vector3 multiTargetCardAnchor;
+
+ #endregion
+
+ protected override void Update()
+ {
+ base.Update();
+
+ if (isMultiTargetSelecting)
+ {
+ HandleMultiTargetInput();
+ }
+ }
+
public override void OnPointerEnter(PointerEventData eventData)
{
base.OnPointerEnter(eventData);
@@ -78,11 +105,23 @@ namespace Continentis.MainGame.Card
card.user = CombatMainManager.Instance.currentCharacter;
card.DetectTargetsValidity(out validTargets, out conditionNotMetTargets, out invalidTargets);
- if (card.attributeSubmodule.targetCount == 1)
+ int targetCount = card.attributeSubmodule.targetCount;
+
+ if (targetCount > 1)
+ {
+ // 多目标模式:先执行通用的可打出校验
+ if (!CheckCanStartPlay())
+ {
+ ResetSelectionState();
+ return;
+ }
+ EnterMultiTargetMode(targetCount);
+ }
+ else if (targetCount == 1)
{
CombatUIManager.Instance.arrowsPage.GeneratePointerArrow(cardTransform.position, cardTransform.position, true);
}
- else if (card.attributeSubmodule.targetCount == -1)
+ else if (targetCount == -1)
{
CombatUIManager.Instance.arrowsPage.GeneratePointerArrow(cardTransform.position, cardTransform.position, true);
@@ -95,6 +134,9 @@ namespace Continentis.MainGame.Card
public void OnDrag(PointerEventData eventData)
{
+ // 多目标模式下拖拽无效,交互由 Update 中的点击处理
+ if (isMultiTargetSelecting) return;
+
RectTransform arrowCanvasRect = CombatUIManager.Instance.arrowsPage.rectTransform;
Camera uiCamera = CombatUIManager.Instance.uiCamera;
Camera worldCamera = CombatUIManager.Instance.combatCamera;
@@ -117,7 +159,7 @@ namespace Continentis.MainGame.Card
card.contentSubmodule.dirtyMark = true;
}
- Vector3 startPosition = cardTransform.position; //+ new Vector3(0, cardTransform.rect.height * cardTransform.lossyScale.y / 2, 0);
+ Vector3 startPosition = cardTransform.position;
Vector3 endPosition = SpaceConverter.ScreenPointToUIPoint(arrowCanvasRect, eventData.position, uiCamera);
PointerArrow mainPointerArrow = CombatUIManager.Instance.arrowsPage.mainPointerArrow;
@@ -222,6 +264,9 @@ namespace Continentis.MainGame.Card
public void OnEndDrag(PointerEventData eventData)
{
+ // 多目标模式下,拖拽结束只是从拖拽过渡到点击模式,不做打出判定
+ if (isMultiTargetSelecting) return;
+
CombatCharacterViewBase hoveringCharacterView = CombatUIManager.Instance.hoveringCharacterView;
CharacterBase hoveringCharacter = hoveringCharacterView != null ? hoveringCharacterView.character : null;
Camera uiCamera = CombatUIManager.Instance.uiCamera;
@@ -242,11 +287,7 @@ namespace Continentis.MainGame.Card
return;
}
- if (card.HasKeyword("Unplayable")) // 如果有“不能打出”关键词,直接返回
- {
- return;
- }
-
+ if (!CheckCanStartPlay()) return;
if (!card.HasKeyword("TargetSelf"))
{
@@ -290,5 +331,211 @@ namespace Continentis.MainGame.Card
}
}
}
+
+ #region Play Validation
+
+ ///
+ /// 检查卡牌是否可以被打出(Unplayable / Prerequisite 校验)。
+ /// 校验失败时会生成提示文本。
+ ///
+ private bool CheckCanStartPlay()
+ {
+ if (card.HasKeyword("Unplayable"))
+ {
+ return false;
+ }
+
+ if (!card.HasKeyword("Prerequisite"))
+ {
+ CharacterBase currentCharacter = CombatMainManager.Instance.currentCharacter;
+ List handPile = currentCharacter.deckSubmodule.HandPile;
+ for (int i = 0; i < handPile.Count; i++)
+ {
+ if (handPile[i].HasKeyword("Prerequisite"))
+ {
+ MainGameManager.Instance.basePrefabs.GenerateInfoText(
+ "Keyword_Prerequisite_Warning".Localize(), currentCharacter.characterView);
+ return false;
+ }
+ }
+ }
+
+ return true;
+ }
+
+ /// 重置选择状态(不触发 Untargeting 事件)。
+ private void ResetSelectionState()
+ {
+ isSelecting = false;
+ isHovering = false;
+ CombatUIManager.Instance.selectingCardView = null;
+ canvas.overrideSorting = false;
+ canvas.sortingOrder = 0;
+ }
+
+ #endregion
+
+ #region Multi-Target Selection
+
+ /// 进入多目标逐次选择模式。
+ private void EnterMultiTargetMode(int required)
+ {
+ isMultiTargetSelecting = true;
+ multiTargetRequired = required;
+ multiTargetSelectedList.Clear();
+
+ // 记录卡牌当前位置作为箭头起点锚点
+ multiTargetCardAnchor = cardTransform.position;
+
+ UpdateMultiTargetHint();
+ }
+
+ /// 多目标模式下的输入处理,在 Update 中调用。
+ private void HandleMultiTargetInput()
+ {
+ // Escape 取消全部
+ if (Keyboard.current.escapeKey.wasPressedThisFrame)
+ {
+ ExitMultiTargetMode();
+ return;
+ }
+
+ // 右键撤销上一步
+ if (Mouse.current.rightButton.wasPressedThisFrame)
+ {
+ UndoLastMultiTarget();
+ return;
+ }
+
+ // 左键选择目标
+ if (Mouse.current.leftButton.wasPressedThisFrame)
+ {
+ CombatCharacterViewBase hoveringView = CombatUIManager.Instance.hoveringCharacterView;
+ if (hoveringView == null) return;
+
+ CharacterBase hoveringCharacter = hoveringView.character;
+
+ // 判断是否为有效目标
+ if (!validTargets.Contains(hoveringCharacter)) return;
+
+ // 判断是否允许重复选择
+ if (!card.HasKeyword(CardKeywords.AllowDuplicateTargets)
+ && multiTargetSelectedList.Contains(hoveringCharacter))
+ {
+ return;
+ }
+
+ // 选中目标
+ multiTargetSelectedList.Add(hoveringCharacter);
+
+ // 生成固定箭头指向该目标
+ RectTransform arrowCanvasRect = CombatUIManager.Instance.arrowsPage.rectTransform;
+ Camera worldCamera = CombatUIManager.Instance.combatCamera;
+ Camera uiCamera = CombatUIManager.Instance.uiCamera;
+ Vector3 targetWorldPos = hoveringView.transform.position;
+ Vector3 targetUIPos = SpaceConverter.WorldPointToUIPoint(
+ arrowCanvasRect, targetWorldPos, worldCamera, uiCamera);
+
+ // 第一支箭头为 main,后续为 other
+ bool isMain = multiTargetSelectedList.Count == 1;
+ CombatUIManager.Instance.arrowsPage.GeneratePointerArrow(
+ multiTargetCardAnchor, targetUIPos, isMain);
+
+ // 触发 TargetingEffect 更新伤害预览
+ card.Targeting(hoveringCharacter);
+ card.contentSubmodule.dirtyMark = true;
+
+ UpdateMultiTargetHint();
+
+ // 检查是否选满
+ if (multiTargetSelectedList.Count >= multiTargetRequired)
+ {
+ ConfirmMultiTargetPlay();
+ }
+ }
+ }
+
+ /// 撤销多目标模式下的上一步选择。
+ private void UndoLastMultiTarget()
+ {
+ if (multiTargetSelectedList.Count > 0)
+ {
+ multiTargetSelectedList.RemoveAt(multiTargetSelectedList.Count - 1);
+ CombatUIManager.Instance.arrowsPage.RemoveLastPointerArrow();
+
+ // 如果还有已选目标,触发最后一个目标的 TargetingEffect
+ if (multiTargetSelectedList.Count > 0)
+ {
+ card.Targeting(multiTargetSelectedList[^1]);
+ }
+ else
+ {
+ card.Untargeting();
+ }
+
+ card.contentSubmodule.dirtyMark = true;
+ UpdateMultiTargetHint();
+ }
+
+ // 已选归零 → 取消选择,卡牌归位
+ if (multiTargetSelectedList.Count == 0)
+ {
+ ExitMultiTargetMode();
+ }
+ }
+
+ /// 选满后自动打出。
+ private void ConfirmMultiTargetPlay()
+ {
+ List targets = new List(multiTargetSelectedList);
+
+ // 清理多目标状态
+ isMultiTargetSelecting = false;
+ multiTargetSelectedList.Clear();
+ multiTargetRequired = 0;
+ CombatUIManager.Instance.arrowsPage.ClearPointerArrows();
+
+ isSelecting = false;
+ isHovering = false;
+ CombatUIManager.Instance.selectingCardView = null;
+ canvas.overrideSorting = false;
+ canvas.sortingOrder = 0;
+
+ // 打出卡牌
+ if (!card.Play(targets))
+ {
+ card.eventSubmodule.onUntargeting();
+ card.contentSubmodule.dirtyMark = true;
+ }
+ }
+
+ ///